Hi Bruno, Apple have made life difficult for OpenGL developers in the way they have tackled modern OpenGL support so it tends to be awkward and behind the curve on latest features. It's the Apple way to mess developers around though, unfortunately you just have accept the rough with the smooth under OSX if you want to support it. Personally I wouldn't recommend OSX for OpenGL these days, so if you have choice then Windows or Linux will likely lead to an easier life.
On the OSX front if you want to use the latest GL features you are forced to use OpenGL core profile and dump all the backwards compatibility support the other platforms provide. So have to build the OSG with the just the core profile enabled and fixed function disabled, you'll also need to use the latest OSG dev work (master is probably best) as it includes the VAO support you'll need. The OSG CMake system has an OPENGL_PROFILE var that you can set to GL3 or GLCORE via: cmake OPENGL_PROFILE=GLCORE If you are have already built the OSG then you'll want to remove the previous CMakeCache.txt to make sure the CMake runs all setup afresh. Once the OSG has been set up then you'll need to enable Vertex Array Object usage by setting the osg::DisplaySetting::setVertexBufferHint() with VERTEX_ARRAY_OBJECT prior to setting up the viewer i.e. osg::DisplaySettings::instance()->setVertexBufferHint(osg::DisplaySettings::VERTEX_ARRAY_OBJECT); osgViewer:Viewer viewer(..). ... Or set the default value via the OSG_VERTEX_BUFFER_HINT to VERTEX_ARRAY_OBJECT. Once the VAO work is more widely tested and debugged setting the VAO hint on by default should be possible, but for now it's still a manual step. I realise this is a bit of pain, but that's down to the games that Apple plays, provides sub par support and in a manner of it's choosing not the type of solution that best fits the needs of developers. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

