Yes I am on Windows, sorry for not mentioning. And yes I turned off all GL features but GL3 in the cmake built, as explained in other posts.

Cheers, PP

You are on Windows, right? And I assume you built OSG for GL3 (changed all the CMake setting from their default GL2 values)?
   -Paul


On 10/11/2011 10:25 AM, PP CG wrote:
Hi Paul,

thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site ). This brings me back to my doubts and original question, probably I use the wrong way to create the GL3 context, so what is the right way ?

I am sorry, I am getting lost in the osg code here. Have no idea what to do to get this particular method called.

Thank you

Cheers, PP

Hi -- A simple search of the source code shows that glContextVersion is parsed in only one place: GraphicsContextWin32.cpp, line 1678. Set a breakpoint there in the debugger and step through the following lines of code to ensure you're getting the right context.
   -Paul


On 10/11/2011 1:32 AM, PP CG wrote:
Hello community,

I compiled osg for GL3, and created a glContextVersion( "3.3" ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ?

As I have doubts about this I guess that I have setup the GL context in a wrong way, so how does one set it up properly ?

My way:
osg::GraphicsContext::Traits * traits = new osg::GraphicsContext::Traits() ;
    int width = 1920 , height = 1200 ;
    traits -> x = 0 ;
    traits -> y = 0 ;
    traits -> width  = width ;
    traits -> height = height ;
    traits -> windowDecoration = true ;
    traits -> doubleBuffer = true ;
    traits -> glContextVersion = std::string( "3.3" ) ;
    traits -> windowDecoration = false ;

osg::GraphicsContext * graphicsContext = osg::GraphicsContext::createGraphicsContext( traits ) ;
    osg::Camera * cam = new osg::Camera() ;
    cam -> setGraphicsContext( graphicsContext ) ;
    cam -> setViewport( 0 , 0 , width , height ) ;
    cam -> setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
    cam -> setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ;
cam -> setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( float )height , 1.0 , 1000.0 ) ;

    viewer.setCamera( cam ) ;
    viewer.setSceneData( xform.get() ) ;
    viewer.realize() ;
    return viewer.run() ;

Thank you

Cheers, PP

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