Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)
Paul,Seems that OSG must use VAO. Look at this message for the same error:http://lwjgl.org/forum/index.php?topic=4071.msg22035#msg22035And then this comment in the next message:"Oups... My Bad. OpenGL 3.2 Core REQUIRES the use of VAOs (not just VBOs...)I added VAO instructions, now It work perfectly !"Maybe this will make sense to you :) DavidOn Mar 3, 2012, at 23:58 , David Garciawrote:Paul,I cannot help, my knowlenge in GL3 is quite limited. As far as I know Lion implementation is strictly Core profile only and probably OSG is mixing GL3 with older profiles. You can find a bit more information, but not too much, in the Apple Developer forums. My original problem was to use a GLSL 1.5 program in OSG's Mac version. In Windows and Linux the system will create the best profile possible for OSG, automatically and without enabling GL3 explicitly, and, in my case, is version 3.3. In Mac the developer must create explicitly a 3.2 profile. This is not the case in OSG and my app fails.As far as I know my only options are either to code the GLSL function in version 1.2 or run OSG in GL3 mode.Best regards, DavidOn Mar 3, 2012, at 2:56 , Paul Martz wrote:I'm assuming you are referring to the shader program info log message: Validation Failed: No vertex array object bound.That's a mystery. It doesn't appear on Windows. I find it odd that OS X would require the use of vertex array objects when you open a 3.x context, but that's what the error text appears to imply. I did a quick web search and didn't see any discussion of such a message. -PaulOn 3/2/2012 5:10 PM, David Garcia wrote:Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. Inthe state I have add to extract more information:gc->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);The output is in the zip file (errors.txt).___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org David Garcia Technical Director David Garcia Technical Director ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible memory growth issue with sorted Particles
Certainly! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46016#46016 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)
Paul,I cannot help, my knowlenge in GL3 is quite limited. As far as I know Lion implementation is strictly Core profile only and probably OSG is mixing GL3 with older profiles. You can find a bit more information, but not too much, in the Apple Developer forums. My original problem was to use a GLSL 1.5 program in OSG's Mac version. In Windows and Linux the system will create the best profile possible for OSG, automatically and without enabling GL3 explicitly, and, in my case, is version 3.3. In Mac the developer must create explicitly a 3.2 profile. This is not the case in OSG and my app fails.As far as I know my only options are either to code the GLSL function in version 1.2 or run OSG in GL3 mode.Best regards, DavidOn Mar 3, 2012, at 2:56 , Paul Martzwrote:I'm assuming you are referring to the shader program info log message: Validation Failed: No vertex array object bound.That's a mystery. It doesn't appear on Windows. I find it odd that OS X would require the use of vertex array objects when you open a 3.x context, but that's what the error text appears to imply. I did a quick web search and didn't see any discussion of such a message. -PaulOn 3/2/2012 5:10 PM, David Garcia wrote:Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. Inthe state I have add to extract more information:gc->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);The output is in the zip file (errors.txt).___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org David Garcia Technical Director ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D Frame Packing with OSG
Geforce cards support stereoscopic 3D through HDMI as part of the 3DVision support for DirectX gaming only. It is called 3DTV Play and it isn't free (there's a 14 day trial version available). And this does not include OpenGL. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible memory growth issue with sorted Particles
Hi Frank, On 2 March 2012 22:50, Frank Sullivan wrote: > The above workaround seems to work pretty well. However, it is necessary to > give dead particles a depth of -FLT_MIN so that they don't get sorted behind > particles that are behind the camera (and thus have negative depth). When you have a solution you are happy with could you post the full modified files to osg-submissions, thanks. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
Hi James, > Code: > ls /usr/include/ | grep osg > > yields nothing. Again, I installed OSG from using apt-get. Please help. I > don't know exactly what I'm asking for because I don't know exacctly what I > need at this point. Thanks for your patience. Did you install libopenscenergaph-dev? You need the -dev to get the headers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org