Alistair Baxter wrote: > There are one or two things that need tweaked manually when building for > ANGLE on Windows, generally just commenting of ifdefing stuff out. I needed > to set the names of the angle gles libraries linked to by hand in Visual > Studio, because I couldn't work out how to do that in the cmake configuration. > > There are some assumptions in the codebase (unless they've been fixed in > recent times, it's a while since I tried it) that Windows implies use of wgl. > As I said in my previous post on the subject ( forum.openscenegraph dot > org/viewtopic dot php?t=14043&highlight= ), you can't use the Windows > graphicsWindow class, you need to create your OpenGL contexts by hand (or, as > I did, via Qt) and use GraphicsWindowEmbedded. >
Thank you for the answer! So I tried to compile it osg with Angle, I edited the CMakeList so that I can add the OPENGL_INCLUDE_DIR and OPENGL_LIBRARY, because they where enabled only on Android builds. So I did the compiation done. After that, I switched the project type to Universal windows platform by adding the CMAKE variables CMAKE_SYSTEM_NAME=WindowsStore CMAKE_SYSTEM_VERSION=10.0. The big prolem is that I need to compile for Universal Windows App, and this type of project has lot of APIs disabled by the UWP behaviour. A lot of function that osg use are forbidden... I don't understand if I'm doing something wrong or if osg is just incompatible. for Alistair Baxter: when you compiled with angle have you compiled for UWP? Did anyone has compiled for Universal Windows App? I need to port an existing osg application to Hololens. Cheers, Andrea ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70096#70096 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

