Hi,
sorry, I don't have any answers for you, but I have a Beagleboard that
I've not booted in a while. What OpenGL drivers are you using?
rgds
jp
picoflamingo wrote:
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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