Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread joey pedroza
Hi,

Progress!  This is where I'm at, I don't see any errors (log is attached) but 
my terrain is only blue(image attached).  Since I don't see errors I don't know 
what to do next. Any help would be appreciated.

I haven't commented out or altered the OSG code other than removing windows32 
and pixel file mentioned earlier in the thread.

I'm guessing that since I'm using GLES2.0 that some functionalities just are 
not being implemented? Don't know as I'm a newbie at this and this is what the 
company wants(run the code in windows) so this is my life unfortunately.


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread Chris Hanson
Did the code come with GLES2 shaders already set up? What does the program
look like when run on a genuine GLES2 device? What is the source of the
terrain? VPB? OSGEarth? Some random OpenFlight file?

On Fri, Oct 3, 2014 at 12:10 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 Progress!  This is where I'm at, I don't see any errors (log is attached)
 but my terrain is only blue(image attached).  Since I don't see errors I
 don't know what to do next. Any help would be appreciated.

 I haven't commented out or altered the OSG code other than removing
 windows32 and pixel file mentioned earlier in the thread.

 I'm guessing that since I'm using GLES2.0 that some functionalities just
 are not being implemented? Don't know as I'm a newbie at this and this is
 what the company wants(run the code in windows) so this is my life
 unfortunately.


 Thank you!

 Cheers,
 joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread joey pedroza
Hi,

not sure on the GLES2 shaders. I will check.  Also I have not ran this on our 
GLES2 device yet.  They don't want me to bother unless I can get it to work on 
Windows 7 with an emulator. As we believe it will run on our target even though 
with my experience so far I'm going to be in a world of adventure :) The source 
of the terrain is tms files created with osgearth_package from our dem 
elevation files. It only has elevation.  Attached you will find an image of 
what it looks like when I run desktop openGL, seems like everything is working 
except I don't see the contour colors. I posted that error on the osgEarth 
forum to see if they know what that is.  The error I got was [osgEarth]* 
[CountourMap] Failed to reserve a texture image unit; disabled..  Attached is 
an image of what it looks like with desktop OpenGL.

I will try to clean up all of my code and post for reference.

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread Chris Hanson
Are you intentionally multithreading?

Did you create and bind a context before performing the operation (seems
like maybe  a load?) that is throwing that error?

On Tue, Sep 30, 2014 at 6:22 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 well I just had it run as a console and was able to see the output.  But
 attached you can see what my output is.

 Seems to be stuck with Adding parent02869(Error) There is no
 context bound to the current thread.


 Thank you!

 Cheers,
 joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread joey pedroza
Hi,

I had my OSG view setup function being called in the wrong place. So that was 
my silly mistake.  But now I get this error.

(Error) in function: glBindTexture GL: 501 (GL_INVALID_VALUE) VF: 501 (invalid 
value)

I also see this not sure what it means or even if it's bad.

getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation

I feel like I'm so close, hopefully I am :)

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread Chris Hanson
Without knowing what your code is doing, It's hard to say.

Telepathic debugging suggests you are attempting to bind a texture that
does not have any mipmaps generated, but you are
using GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_LINEAR which then requires
mipmaps.

https://web.archive.org/web/20110712123054/http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Texture
​

Do you have mipmaps for that texture? Is
GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_LINEAR (or some other mode that
uses mipmaps)?
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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread joey pedroza
Hi,

hopefully the file attached can help show what I'm trying to do.

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread Chris Hanson
Incomplete. What/where is generate_texture_names()?

On Wed, Oct 1, 2014 at 3:53 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 hopefully the file attached can help show what I'm trying to do.

 Thank you!

 Cheers,
 joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread joey pedroza
Hi,

Yes it was just some code snippets. out of all you saw nothing jumped out or at 
least am I on the right track?  To answer your question on that one function it 
makes an open GL call and you can see the function below. 
Out of all the things and different combinations I tried I did comment out 
loading textures and did not behave any different.

void generate_texture_names(GLuint texture_id_array[]) {
//Generate texture names (10 total).
glGenTextures(10, texture_id_array);
}


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread Alistair Baxter
Did you do the following?

*   Edit the osg::getGLExtensionFuncPtr function to load libgles2d.dll for 
debug builds

I had that problem with Debug builds using gles2 on Windows, all of the opengl 
extension function pointers were set up wrongly because it was trying to read 
the release opengl dll. That was for ANGLE, it's possible that your DLL is 
named differently.
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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread Chris Hanson
everything in OSG was compiled successfully. I even compiled the projects
one at a time.

I'm not sure you understand. GLSL shaders are compiled at runtime by the
OpenGL driver. If there are errors in your GLSL code, they won't show up
until runtime, when the shader will fail to compile. OSG will log an error
to the OSG NOTIFY stream.
​
so the notify is working.

We don't care if it's _working_. We care about whether there are any
significant errors in the OSG Notify output? Have you looked at it? it's
probably telling you what's going wrong.
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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread joey pedroza
Hi Team,

Yup your right I did not understand.  Thanks for clearing that up. I will see 
what I can dig up and what errors I'm getting. My app does not have a command 
window so I need to figure out how to get all printouts to show up on my debug 
window.

... 


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread Chris Hanson

 Yup your right I did not understand.  Thanks for clearing that up. I will
 see what I can dig up and what errors I'm getting. My app does not have a
 command window so I need to figure out how to get all printouts to show up
 on my debug window.



http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/1296

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread joey pedroza
Hi,

well I just had it run as a console and was able to see the output.  But 
attached you can see what my output is.

Seems to be stuck with Adding parent02869(Error) There is no context 
bound to the current thread.  


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

I say that the plugins are available as I copied all generated exe's and dll's 
to the working directory.  But here is what the debug window shows when I try 
to read a node.  A few thing to note.  
1. I had it working with OpenGL 1.0 or whatever the defaults were.
2. I rebuilt everything with Open GLES2.0. To do that I deleted the pixel and 
graphicwindow32 files from the OSGViewer project.
3. Per the suggestions above I am trying to pass it my own graphic context.
4. The code compiles and runs but crashes when trying to read a node. 
This is where I am currently stuck and not sure why it would do this as not 
sure that any of the changes I made would impact reading a node.
5. Oh I added the environment variable OSG_NOTIFY_LEVEL and set it to DEBUG_FP 
not sure what more we expect to see but I pasted what I saw below.

First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x0025b330..
First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..
First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: [rethrow] at memory location 0x..
First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..
Unhandled exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..

Just in case this is part of the code I am trying to run. This was taken from 
the GLUT example. I am in the middle of trying another example that is 
different. 

//Display the window.
ShowWindow(hWnd, SW_SHOW);

HWND/
// create the view of the scene.
osg::ref_ptrosgViewer::Viewer viewerE = new osgViewer::Viewer;
viewerE-setReleaseContextAtEndOfFrameHint(false);
osg::observer_ptrosgViewer::GraphicsWindow window = 
viewerE-setUpViewerAsEmbeddedInWindow(100,100,800,600);
//osg::ref_ptrosg::Node globeE = 
osgDB::readNodeFile(C:\\workspace\\EarthFiles\\joey.earth);
osg::ref_ptrosg::Node globeE = 
osgDB::readNodeFile(C:\\workspace\\osgEarthProject\\data\\world.tif);
osg::ref_ptrosgEarth::MapNode mapNodeE = MapNode::get(globeE);
osg::Group* rootE = new osg::Group();
rootE-addChild( mapNodeE );
viewerE-setSceneData(rootE);
viewerE-setCameraManipulator(new osgGA::FlightManipulator());
//viewer-addEventHandler(new osgViewer::StatsHandler);
viewerE-realize();


Other example I'm in the middle of looking at not sure which is the way to go 
so feel free to let me know.
// graphics window embedded [x,y,w,h parameters don't seem to do anything??]
m_osg_winEmb = new 
osgViewer::GraphicsWindowEmbedded(0,0,this-width(),this-height());

// sets the viewport as described here 
http://www.opengl.org/sdk/docs/man/xhtml/glViewport.xml
// but (x=0 and y=0) correspond to (0,0) of the entire window and not just 
our local item bounds
m_osg_viewer.getCamera()-setViewport(new 
osg::Viewport(0,0,this-width(),this-height()));
m_osg_viewer.getCamera()-setGraphicsContext(m_osg_winEmb.get());
m_osg_viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

screen shot of what the cmd window shows.



Thank you!

Cheers,
joey[/img]

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

Update: turns out if I run it in release mode it doesn't crash so my problem 
must be that in debug mode I have issues, will figure that out later. Currently 
trying to get it to work by passing it my own graphic context.


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

Well more progress, I can set the background color but nothing appears on 
screen. baby steps :)  any hint as to what else I may want to look into as to 
why nothing is seen on screen except for the background color would be greatly 
appreciated

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread Chris Hanson
Are you 100% sure your shaders are compiling? Did you turn OSG's Notify
level to DEBUG_FP?

On Mon, Sep 29, 2014 at 3:22 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 Well more progress, I can set the background color but nothing appears on
 screen. baby steps :)  any hint as to what else I may want to look into as
 to why nothing is seen on screen except for the background color would be
 greatly appreciated

 Thank you!

 Cheers,
 joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

everything in OSG was compiled successfully. I even compiled the projects one 
at a time.  Since then I have done it twice once for debug and again for 
release.  But to be safe and not waste anyone's time how can I be certain other 
than seeing the entire OSG project compile with no errors.
And yes I did set the environment to DEBUG_FP and it definitely gives me more 
information so the notify is working.


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-27 Thread Chris Hanson
Are the various plugins available at runtime?

Turn on OSG_NOTIFY up as high as it can go (DEBUG_FP) and see what it says.

On Fri, Sep 26, 2014 at 5:43 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 Thanks, I was able to find some other examples once I knew what I was
 looking for, but that portion of code seems to compile but the part that is
 failing for me is the line of code below.  It crashes saying something
 about invalid pointer.  Before that line worked for me just fine. Does Read
 Node use anything from the two files I deleted, see my line below.

 osg::ref_ptrosg::Node globeE =
 osgDB::readNodeFile(C:\\workspace\\data\\world.tif);

 I've used other sample nodes but they all crash with the same thing, about
 an invalid pointer. I stepped into it and eventually I get the error.

 Another question I have the create EGL stuff, I build my embedded stuff
 after all the EGL is created?


 Thank you!

 Cheers,
 joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread joey pedroza
Hi Team,

It was decided that it is a priority to get this project to run on windows.  So 
I went down the path of trying to get it to work. That is my life right now.

Unfortunately they don't want to use SDL 2.

Here is where I'm at currently, I have been able to successfully compile the 
latest OSG with OpenGLES2.0 by removing the two files suggested 
GraphicsWindowWin32 and PixelBufferWin32.  I am using PowerVR open gl 
libraries.  This is an emulator.  It currently works for the overlay project so 
I know this will work here.

Now I need to pass a graphic context to my code but the samples I saw do this. 
and I no longer have GraphicsWindowWin32? how else can I get a gc?

osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData( hwnd );
/** WindowData is used to pass in the Win32 window handle attached the 
GraphicsContext::Traits structure.*/
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-x = 0;
traits-y = 0;
traits-width = 800;
traits-height = 600;
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-inheritedWindowData = windata;
osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext( traits.get() );
osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext( gc );
camera-setViewport( new osg::Viewport(0, 0, traits-width, traits-height) );
camera-setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 0.4f, 1.0f) );
camera-setProjectionMatrixAsPerspective( 
30.0f,(double)traits-width/(double)traits-height,1.0,1000.0 ); 
g_viewer = new osgViewer::Viewer;
g_viewer-setCamera( camera.get() );
g_viewer-setSceneData( osgDB::readNodeFile(cessna.osg) );
g_viewer-setKeyEventSetsDone( 0 );
g_viewer-setCameraManipulator( new osgGA::TrackballManipulator );

In our overlay project which is where we get the graphic context that we want 
to pass on to osg the code is like so
case WM_CREATE:
egl_window = hWnd;

//Store the device context.
hDC = GetDC(hWnd);

//Get the default display.
egl_display = eglGetDisplay(hDC);
//eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);

//Initialize EGL.
eglInitialize(egl_display, egl_major_version, egl_minor_version);

//Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);

//Find a configuration that matches all requirements.
eglChooseConfig(egl_display, egl_config_attributes, egl_config, 1, 
configs);

//Create a drawing surface.
egl_surface = eglCreateWindowSurface(egl_display, egl_config, 
egl_window, NULL);

//Create a context.
egl_context = eglCreateContext(egl_display, egl_config, NULL, 
egl_context_attributes);

//Bind the context to the current thread and use window surface for 
drawing.
eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context);

//Specify the minimum number of video frame periods per buffer swap.
//If interval is set to a value of 0, buffer swaps are not 
synchronized to a video frame,
//and the swap happens as soon as the render is complete.
eglSwapInterval(egl_display, 1);
//eglSwapInterval(egl_display, 0);

//Get the version of OpenGL ES and GL Shading Language.
opengl_es_version = glGetString(GL_VERSION);
glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);

//Set the clear values for the color buffer.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

//Set the OpenGL display settings.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glClearDepthf(1.0f);
glDepthRangef(0.0f, 1.0f);

//Load the default shader program.
shader.load_default_shader();
default_shader_program = shader.get_default_shader_program();

//Generate texture names.
generate_texture_names(texture_id);

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread Chris Hanson
You need to be using GraphicsWindowEmbedded, and your call to
eglGetDisplay() should use EGL_DEFAULT_DISPLAY .

On Fri, Sep 26, 2014 at 12:10 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi Team,

 It was decided that it is a priority to get this project to run on
 windows.  So I went down the path of trying to get it to work. That is my
 life right now.

 Unfortunately they don't want to use SDL 2.

 Here is where I'm at currently, I have been able to successfully compile
 the latest OSG with OpenGLES2.0 by removing the two files suggested
 GraphicsWindowWin32 and PixelBufferWin32.  I am using PowerVR open gl
 libraries.  This is an emulator.  It currently works for the overlay
 project so I know this will work here.

 Now I need to pass a graphic context to my code but the samples I saw do
 this. and I no longer have GraphicsWindowWin32? how else can I get a gc?

 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData( hwnd );
 /** WindowData is used to pass in the Win32 window handle attached the
 GraphicsContext::Traits structure.*/
 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
 traits-x = 0;
 traits-y = 0;
 traits-width = 800;
 traits-height = 600;
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-inheritedWindowData = windata;
 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext( traits.get() );
 osg::ref_ptrosg::Camera camera = new osg::Camera;
 camera-setGraphicsContext( gc );
 camera-setViewport( new osg::Viewport(0, 0, traits-width,
 traits-height) );
 camera-setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
 camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 0.4f, 1.0f) );
 camera-setProjectionMatrixAsPerspective(
 30.0f,(double)traits-width/(double)traits-height,1.0,1000.0 );
 g_viewer = new osgViewer::Viewer;
 g_viewer-setCamera( camera.get() );
 g_viewer-setSceneData( osgDB::readNodeFile(cessna.osg) );
 g_viewer-setKeyEventSetsDone( 0 );
 g_viewer-setCameraManipulator( new osgGA::TrackballManipulator );

 In our overlay project which is where we get the graphic context that we
 want to pass on to osg the code is like so
 case WM_CREATE:
 egl_window = hWnd;

 //Store the device context.
 hDC = GetDC(hWnd);

 //Get the default display.
 egl_display = eglGetDisplay(hDC);
 //eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);

 //Initialize EGL.
 eglInitialize(egl_display, egl_major_version,
 egl_minor_version);

 //Make OpenGL ES the current API.
 eglBindAPI(EGL_OPENGL_ES_API);

 //Find a configuration that matches all requirements.
 eglChooseConfig(egl_display, egl_config_attributes,
 egl_config, 1, configs);

 //Create a drawing surface.
 egl_surface = eglCreateWindowSurface(egl_display, egl_config,
 egl_window, NULL);

 //Create a context.
 egl_context = eglCreateContext(egl_display, egl_config, NULL,
 egl_context_attributes);

 //Bind the context to the current thread and use window
 surface for drawing.
 eglMakeCurrent(egl_display, egl_surface, egl_surface,
 egl_context);

 //Specify the minimum number of video frame periods per buffer
 swap.
 //If interval is set to a value of 0, buffer swaps are not
 synchronized to a video frame,
 //and the swap happens as soon as the render is complete.
 eglSwapInterval(egl_display, 1);
 //eglSwapInterval(egl_display, 0);

 //Get the version of OpenGL ES and GL Shading Language.
 opengl_es_version = glGetString(GL_VERSION);
 glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);

 //Set the clear values for the color buffer.
 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

 //Set the OpenGL display settings.
 glEnable(GL_BLEND);
 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

 glEnable(GL_DEPTH_TEST);
 glDepthMask(GL_TRUE);
 glDepthFunc(GL_LEQUAL);
 glClearDepthf(1.0f);
 glDepthRangef(0.0f, 1.0f);

 //Load the default shader program.
 shader.load_default_shader();
 default_shader_program = shader.get_default_shader_program();

 //Generate texture names.
 generate_texture_names(texture_id);

 Thank you!

 Cheers,
 joey

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3D • 

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread joey pedroza
Hi,

Thanks for the quick update, is GraphicsWindowEmbedded a OSG class or is that a 
project setting.  I haven't been able to find much on what that is so I can 
apply it. Is there an example?

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread Chris Hanson
It's an existing class:
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00351.html

The osgviewerGLUT.cpp example uses it.

On Fri, Sep 26, 2014 at 1:44 PM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 Thanks for the quick update, is GraphicsWindowEmbedded a OSG class or is
 that a project setting.  I haven't been able to find much on what that is
 so I can apply it. Is there an example?

 Thank you!

 Cheers,
 joey

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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread joey pedroza
Hi,

Thanks, I was able to find some other examples once I knew what I was looking 
for, but that portion of code seems to compile but the part that is failing for 
me is the line of code below.  It crashes saying something about invalid 
pointer.  Before that line worked for me just fine. Does Read Node use anything 
from the two files I deleted, see my line below.

osg::ref_ptrosg::Node globeE = 
osgDB::readNodeFile(C:\\workspace\\data\\world.tif);

I've used other sample nodes but they all crash with the same thing, about an 
invalid pointer. I stepped into it and eventually I get the error.

Another question I have the create EGL stuff, I build my embedded stuff after 
all the EGL is created?


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-12 Thread joey pedroza
Hi,

Well for now we decided to just continue on Windows and then worry about 
getting everything on our Linux target later.  Possibly in the future will just 
develop and debug in native linux and not worry about Windows so we'll see.

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-11 Thread Alistair Baxter
Are you using the PowerVR Insider SDK framework on your embedded Linux platform?

If so, then you can probably use the same code on both platforms to integrate a 
GraphicsWindowEmbedded with direct calls to update osg via the frame() function 
in the drawing callback their framework provides.  You might need to do a bit 
of manual render state resetting before and after to ensure that both systems 
work together properly.

If osg's existing Linux support, or some template you got from elsewhere is 
what you're using on Linux, then you might as well just use Desktop OpenGL on 
Windows, and either just try to avoid the Fixed-function pipeline and other 
stuff unavailable in OpenGL ES, or specifically  to strip them out using osg's 
CMAKE build options. 
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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Sergey Kurdakov
Hi Joey

I achieved a result by using SDL 2 with EGL enabled,

see a sample app  for a derived from osg project ( it is almost osg just
compiled to be used under emscripten ), hope the code  helps

https://github.com/Kurdakov/emscripten_OSG/blob/master/examples/osgviewerSDL2EmscriptenSTATIC/osgviewerSDL2Emscripten.cpp

in case you are interested - I used ANGLE ad OpenGL ES 2.0 provider ( not
any wgl functions ) but to force SDL 2 to use ANGLE

in file \SDL-2.0.x\src\video\windows\SDL_windowsopengl.c in function

void WIN_GL_InitExtensions(_THIS)

I had to comment following lines

if (HasExtension(WGL_EXT_create_context_es2_profile, extensions)) {
_this-gl_data-HAS_WGL_EXT_create_context_es2_profile = SDL_TRUE; }

hope those steps are not intimidating.


Regards

Sergey



On Wed, Sep 10, 2014 at 9:22 AM, Chris Hanson xe...@alphapixel.com wrote:

 Unfortunately, GLES2 on Windows is not so easy, because there really isn't
 a GraphicWindowEGL implementation that would work on Windows.

 I started writing one, but got bogged down and had to abandon it.

 You might consider not compiling the GraphicsWindowWin32 code and just
 using GraphicsWindowEmbedded and using EGL functions in your app's code to
 create a context, and then pass it to OSG.
 ​
 Also, we might be able to help you more if we knew what exactly you were
 trying to accomplish in the end.

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Alistair Baxter

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Chris Hanson
Sent: 10 September 2014 06:22
To: OpenSceneGraph Users
Subject: Re: [osg-users] [build] Building OSG with OpenGL ES 2

You might consider not compiling the GraphicsWindowWin32 code and just using 
GraphicsWindowEmbedded and using EGL functions in your app's code to create a 
context, and then pass it to OSG.
​
I would concur with that. The relevant lines from my previous post about using 
ANGLE on Windows are probably:


· Remove GraphicsWindowWin32 and PixelBufferWin32 cpp files from the 
osgViewer project

· Edit the osg::getGLExtensionFuncPtr function to load libgles2d.dll 
for debug builds

But like Chris says, that will leave you without a native GraphicsWindow 
implementation, unless you’re planning to use GraphicsWindowEmbedded with an 
OpenGL context that you set up yourself.


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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread joey pedroza
Hi,

Wow thanks everyone for your feedback.  

So let me get your guys opinion on this, I am building a synthetic terrain map 
using osgearth.  But we are overlaying the map with our own stuff.  I was 
actually trying to merge his code onto my project following the teapot example. 
But found out the other project is making ES2.0 calls.  So I decided to build 
OSG to support ES2.0 and that lead me to this post. Our target in the end is 
Embeded Linux, Ubuntu I think and the overlay stuff is written using OpenGL ES 
2.0. Because they are expecting it to be embedded.  Currently the overlay is 
running on windows with the ES2.0 and it is using PowerVR as the emulator.  I 
thought I could do the same thing compile OSG for ES2.0 and use the powervr 
emulator.  But as you saw this post I never compiled OSG successfully.  So 
should I develop one project in windows for osgearth and then just clone the 
code to another project that is made for the Linux embedded target? I really 
rather see if I can figure this out so that I can run the proje
 cts together on windows for future development/maintainability/debugging 
purposes.


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Chris Hanson
For the most part, ES2 is a subset of desktop OpenGL. It's probably easier
to get the ES2 code built and running with desktop GL than it is to go the
other way.

On Wed, Sep 10, 2014 at 10:52 AM, joey pedroza jpedr...@thex1.com wrote:

 Hi,

 Wow thanks everyone for your feedback.

 So let me get your guys opinion on this, I am building a synthetic terrain
 map using osgearth.  But we are overlaying the map with our own stuff.  I
 was actually trying to merge his code onto my project following the teapot
 example. But found out the other project is making ES2.0 calls.  So I
 decided to build OSG to support ES2.0 and that lead me to this post. Our
 target in the end is Embeded Linux, Ubuntu I think and the overlay stuff is
 written using OpenGL ES 2.0. Because they are expecting it to be embedded.
 Currently the overlay is running on windows with the ES2.0 and it is using
 PowerVR as the emulator.  I thought I could do the same thing compile OSG
 for ES2.0 and use the powervr emulator.  But as you saw this post I never
 compiled OSG successfully.  So should I develop one project in windows for
 osgearth and then just clone the code to another project that is made for
 the Linux embedded target? I really rather see if I can figure this out so
 that I can run the proje
  cts together on windows for future development/maintainability/debugging
 purposes.


 Thank you!

 Cheers,
 joey

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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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[osg-users] [build] Building OSG with OpenGL ES 2

2014-09-09 Thread joey pedroza
Hi,

Is there a document that has step by step instructions to build OSG with the 
OpenGL ES2 option.  I set the options with cmake as I have found in a few posts 
but I get unreferenced symbols etc for the following this is not a complete 
list:  
wglGetCurrentContext
wglShareLists
wglMakeCurrent
wglCreateContext
wglGetProcAddress
wglDeleteContext
glBindTexter
glgetinteger

I built it just fine with the defaults and even developed a project.  Now I am 
trying to build everything for OpenGL ES2 and am having issues.  I am using a 
windows 7 PC and will be using PowerVR Graphics as the emulator, any help on 
this would be great, the end target will be Linux but we do all of our 
development in windows

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-09 Thread Chris Hanson
Unfortunately, GLES2 on Windows is not so easy, because there really isn't
a GraphicWindowEGL implementation that would work on Windows.

I started writing one, but got bogged down and had to abandon it.

You might consider not compiling the GraphicsWindowWin32 code and just
using GraphicsWindowEmbedded and using EGL functions in your app's code to
create a context, and then pass it to OSG.
​
Also, we might be able to help you more if we knew what exactly you were
trying to accomplish in the end.
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