On 3/1/2012 5:11 PM, David Garcia wrote:
1) In GL I add two includes, three defines for missing symbols and an ifdef
__APPLE__
#if defined(OSG_GL3_AVAILABLE)
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl3.h>
#define GLint64EXT GLint64
#define GLuint64EXT GLuint64
#define GL_BGRA_EXT GL_BGRA
#else
#include <GL3/gl3.h>
#define GL3_PROTOTYPES 1
#endif
3) Setting the pixel format as Stephan suggests.
In bool GraphicsWindowCocoa::realizeImplementation():
attr[i++] = NSOpenGLPFAOpenGLProfile;
attr[i++] = NSOpenGLProfileVersion3_2Core;
In bool PixelBufferCocoa::realizeImplementation()
attr[i++] = NSOpenGLPFAOpenGLProfile;
attr[i++] = NSOpenGLProfileVersion3_2Core;
When you have tested and are satisfied with the changes mentioned in items 1 and
3, I hope you'll submit them to osg-submissions. It will be nice to have GL 3
support on something other than MS Windows.
By the way, executing osgsimplegl3 I got lots of errors:
Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile
Warning: Material::apply(State&) - not supported.
Warning: TexGen::apply(State&) - not supported.
Warning: Material::apply(State&) - not supported.
Warning: TexGen::apply(State&) - not supported.
If you attempt to render a scene graph that uses functionality that is
deprecated in GL3, such as Material and TexGen StateAttributes, then OSG
displays warnings so that you (or your app) can take steps to address that
situation.
-Paul
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