Hi Kim, Thanks for tips. I have changed the fft library fftss to fftw and I can compiled without any error. When I run the example I get errors as follows.
Building scene... . Loading cubemaps: 0.660514s . Generating ocean surface: 0.0465612s . Creating ocean scene: 0.0113174s . Loading islands: 0.079017s . Setting up lighting: 1.81587e-005s complete. Time Taken: 0.798147s VERTEX glCompileShader "terrain_vertex_shader" FAILED VERTEX Shader "terrain_vertex_shader" infolog: Vertex shader failed to compile with the following errors: ERROR: 0:34: '*' : wrong operand types no operation '*' exists that takes a le ft-hand operand of type 'uniform 4-component vector of float' and a right operan d of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:34: 'assign' : cannot convert from 'uniform 4-component vector of floa t' to 'out 3-component vector of float' ERROR: 2 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Vertex shader(s) were not successfully compiled before glLinkProgram() was calle d. Link failed. Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) VERTEX glCompileShader "scene_shader_vertex_shader" FAILED VERTEX Shader "scene_shader_vertex_shader" infolog: Vertex shader failed to compile with the following errors: ERROR: 0:29: '*' : wrong operand types no operation '*' exists that takes a le ft-hand operand of type 'uniform 4-component vector of float' and a right operan d of type '3-component vector of float' (or there is no acceptable conversion) ERROR: 0:29: 'assign' : cannot convert from 'uniform 4-component vector of floa t' to 'out 3-component vector of float' ERROR: 0:45: 'computeScattering' : no matching overloaded function found ERROR: 3 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Vertex shader(s) were not successfully compiled before glLinkProgram() was calle d. Link failed. FRAGMENT glCompileShader "downsample_glare_fragment_shader" FAILED FRAGMENT Shader "downsample_glare_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:2: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED FRAGMENT Shader "streak_shader_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:4: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. FRAGMENT glCompileShader "glare_composite_fragment_shader" FAILED FRAGMENT Shader "glare_composite_fragment_shader" infolog: Fragment shader failed to compile with the following errors: ERROR: 0:2: 'samplerRect' : syntax error parse error ERROR: 1 compilation errors. No code generated. glLinkProgram "" FAILED Program "" infolog: Fragment shader(s) were not successfully compiled before glLinkProgram() was cal led. Link failed. I think these all related about driver because of my driver 2.5 years old and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think I can't run osgOcean in my company computer. I have to use another newer one. Any suggestions? Regards. 2009/6/17 Kim C Bale <[email protected]> > Hi Umit, > > > > >Firsty congratulations for these awesome works. > > > > Thank you, still plenty to fix though it seems J > > > > >CMake Error: The following variables are used in this project, but they > are set to NOTFOUND. > > >Please set them or make sure they are set and tested correctly in the > CMake files: > > >FFTSS_INCLUDE_DIR > > > > When you run CMake it should let you set these manually if they’re not > found automatically. > > > > You will need to explicitly specify the path to the include directory and > also the fftss.lib file (this is what I do when I run CMake) > > > > When you run the example application the fftss.dll will need to be in the > same directory as the exe or by adding the directory it’s in to your PATH > environment variable (if you’re in windows) > > > > >OPENTHREADS_LIBRARY_DEBUG > > >linked by target "osgOcean" in directory > C:/Projects/Ocean/osgOcean-Source/src/osgOcean > > > I think if you just point it to the release mode version of OpenThreads it > will let you build the project. But be careful, if you try and build a debug > version of the application/library it’s highly likely you’ll get errors. > > > > If that doesn’t solve it get back to me. > > > > Regards, > > > > Kim. > > > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Ümit Uzun > *Sent:* 17 June 2009 11:48 > *To:* OpenSceneGraph Users > > *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released > > > > Hi Kim, > > Firsty congratulations for these awesome works. > When I try to create solution file in cmake on VisualStudio2008 I get the > errors; > CMake Error: The following variables are used in this project, but they are > set to NOTFOUND. > > Please set them or make sure they are set and tested correctly in the CMake > files: > > FFTSS_INCLUDE_DIR > > used as include directory in directory > C:/Projects/Ocean/osgOcean-Source/src/osgOcean > > FFTSS_LIBRARY > > linked by target "osgOcean" in directory > C:/Projects/Ocean/osgOcean-Source/src/osgOcean > > OPENTHREADS_LIBRARY_DEBUG > > linked by target "osgOcean" in directory > C:/Projects/Ocean/osgOcean-Source/src/osgOcean > > > > I have compiled the FFTSS library and locate it in same folder with > osgOcean-Source folder. Should I declare specific Environment Variable to > help cmake for finding right fftss include directory and library? > > And Do we have to OpenThreads library in debug mode? I have a OSG > distiribution in only release mode. > > Regards. > > 2009/6/16 Kim C Bale <[email protected]> > > Hi Martin, > > This problem arises with two particular effects, the glare and the > underwater dof which require special treatment of the alpha component in > the framebuffer. > > You can disable those using: > > enableUnderwaterDOF(false) > enableGlare(false) > > Then you need to disable the default scene shader with this: > > setUseDefaultSceneShader(false) > > In the OceanScene class. > > If you remove the default shader you'll also lose the underwater light > scattering and fogging calculations on models below the surface. > > Trying to offer lots of out-of-the-box shader effects whilst also > accommodating the fixed pipeline is a tricky problem and this area needs > a little work, but that should work for you. > > > > Regards, > > Kim. > > -----Original Message----- > From: [email protected] > > [mailto:[email protected]] On Behalf Of Martin > Scheffler > Sent: 16 June 2009 15:18 > To: [email protected] > Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released > > Hi, > > I compiled osgOcean and everything works fine here. I ran into trouble > when integrating it with my existing application. When I used the last > version of osgOcean, I could just put the ocean somewhere in the scene > graph and it did not interact with my other stuff. Now osgOcean blocks > my view onto the other objects in the scene. When I add the objects as > children to the OceanScene, the objects are shown, but the ocean shaders > are applied to the objects. This add some sparkling effects to my > animations, which looks nice but is not really what I want. > > So how can I add my objects to the scene without interference? > > Thank you! > > Cheers, > Martin > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=14038#14038 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or > g<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag> > > > > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > -- > Ümit Uzun > > > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Ümit Uzun
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

