Hi Alok, On Wed, Dec 2, 2009 at 4:54 PM, Alok Priyadarshi <[email protected]> wrote: >> Welcome to the OSG :-) > > Thanks. I am not new to OSG, just coming back to it. I used it in my > previous life as a grad student at UMCP. In fact I also met you and > Don at one of the Washington DC chapter dinners.
A warm welcome back then :-) >> I've only written EGL support for GraphicsWindowX11.cpp, and don't >> have any access to a Windows or OSX system so can't directly help >> there. Members of the community will have to dive in and add EGL >> support to src/osgViewer/GraphicsWindowWin32.cpp to enable OpenGL ES >> under Windows. > > Depending on how I end up using the examples, I might implement it. In > that case, I will send you a patch. This will be useful. My hope is now that the core scene graph is ported and working under GLES 1.1 and GLES 2.0 the door will be open for engineers across platforms to pitch in an complete the support for their platform. > >> Another option is to just work against OpenGL and just disable the >> fixed function pipeline features via the OSG_*_AVAILABLE Cmake >> options. This gives you the same GL features that you'll see with >> GLES 1.1 or 2.0 (depending upon the options you choose.) When I did >> the initial groundwork for the GLES port I did it all against standard >> OpenGL using Cmake to give me a first pass approximation at GLES >> support, and it certainly helped make the port go smoothly as I was >> able to change one thing at a time and gradually shift across rather >> than be faced with a massive porting effort all at once. > > I think this is the best short-term solution. Thanks Robert. Please note that most OSG examples won't work as is under OpenGLES 2.0 thanks to the lack of the fixed function pipeline. This means you need to code up vertex and fragment shaders to replace the fixed function pipeline. You can use the osgUtil::ShaderGen to help do some automatic conversions of fixed function pipeline scene graphs to shader based ones but it's far from a perfect mapping. My plan is to provide a fallback and shader composition scheme that will enable a smoother mapping between the fixed function pipeline state attributes and equivalent shaders/uniforms. This work is pretty speculative though - I still don't have a concrete design down for how to tackle this, let alone any code to do it. -- BTW, it's good news to see that Native client will be supporting GLES2.0. OpenGL and OpenCL would also be good additions :-) Another route I'd love to see would be for native GLES2.0 drivers to make their way out onto the desktop OS's. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

