Hi Guy, It's the GraphicsContext/GraphicsWindow that govern what extensions are supported, so use a RealizeOperation and then realize your graphics context prior to finializing set up of your scene graph. Have look at the osgshaderterrain example to see how you could do this.
Robert. On Wed, Sep 9, 2009 at 3:24 PM, Guy Volckaert <[email protected]>wrote: > Hi, > > I have several cameras that need to be configured slightly differently > depending on the opengl extensions supported by the card. For example, I > have a card that does not support p-buffers in which case I need to devise a > different way to perform RTT. Same goes for vertex and fragment shaders. In > essence, I need to handle these situations. > > I know how to recover all supported extensions but that can only be done > after the graphic context is create and made current for the camera (i.e. > the osg::camera::realize() is called). > > As I understand, I'm in a catch-22 situation. I cannot get the opengl > extension because I did not fully configured my camera, and I can't > configure my camera because I don't have the opengl extension yet. > > Obviously, I can register a InitialDrawCallback function for each of my > cameras. This callback could then lookup the extension and complete the > camera configuration, but that seems very messy. > > Is there an easier way to do this? > > Thank you! > > Guy > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=17188#17188 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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