Hello,

Not sure if this has been reported so far (I couldn't find anything in the mailing list archive).

I have been trying to run OSG 2.9.6 in a BeagleBoard (OpenGL ES 2.0) with partial success. Just after compiling, when running osgviewer, I got a window with the classical OSG blue background but nothing was rendered. Looking at the log, I found that the vertex and fragment shaders compilation failed.

The main problem is that the OpenGL ES 2.0 library for the BeagleBoard expects a precision qualifier for every single declaration. This doesn't happen in the Imagination emulator, so it has to be tried in the real HW (AFAIK).

I modified the ShaderGen.cpp file to include the missing qualifiers (I just prepend highp to every single vec and mat declaration, including attributes, uniforms and varyings). I also modify State.cpp to add the qualifier to the different Uniforms, but I'm not sure if that had some effect.

Finally, I just override the ShaderGen.cpp to produce a simple vertex/fragment shader-pair just to check that it can render something, and that worked for simple color objects (no material, no texture,...). I could render the axis.osg and glider.osg models.

I do not know enough about OSG internals to produce a proper patch for this, so hope that this information could help to make OSG work in the BeagleBoard (and probably in other OMAP3 platforms -OpenPandora, N900,..-) in the next stable release. If I can help in any way (as tester for instance), please just let me know.

I was using the OSG 2.9.6 tarball, not the svn version, so if this is already fixed, please ignore this message.

Many thanks.

david
--
picoFlamingo Project: http://community.papermint-designs.com/
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