Re: [osg-users] [build] OSG with OpenGL ES 2.0 and Angle

2017-02-03 Thread Alistair Baxter
I'm afraid I never got as far as building for WinRT or UWP, though that's what 
I had intended when I set out on the ANGLE path with Qt.

I chickened out, when faced with the prospect of having to eliminate disallowed 
API usage from the likes of GDAL and osgEarth, as well as OSG. And the 
announcement of the desktop app bridge for the Windows store meant that I 
didn't even need to bother for the Windows port of our tablet app.

There has been no seriously concerted effort that I'm aware of to make a UWP 
build of osg, but I'd love to see one. I'd have liked to try and fix even just 
ANGLE support for desktop Windows, and get that submitted to the project, but I 
didn't have the time and I'm not working on our tablet project at the moment.

A brief bit of searching suggests that Microsoft have a special version of 
CMAKE for UWP projects, although it's not clear how much if any of that's been 
reintegrated into  the parent project. I'm not sure if that might help.


-Original Message-

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
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Re: [osg-users] [build] OSG with OpenGL ES 2.0 and Angle

2017-02-03 Thread Andrea Pennarelli

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= ), 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

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http://forum.openscenegraph.org/viewtopic.php?p=70096#70096





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Re: [osg-users] [build] OSG with OpenGL ES 2.0 and Angle

2017-01-24 Thread Alistair Baxter
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 ( 
http://forum.openscenegraph.org/viewtopic.php?t=14043= ), 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.



From: osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf of 
Andrea Pennarelli [andrea.pere...@edu.unito.it]
Sent: 23 January 2017 16:36
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] OSG with OpenGL ES 2.0 and Angle

Hi,

I'm trying to build openscenegraph with OpenGL ES 2.0 and Angle on windows, 
using CMake GUI and Visual Studio 2015. I've setted the CMake variables like 
the page trac.openscenegraph dot org /projects/osg/wiki/Community/OpenGL-ES 
says. I've added the OPENGL_INCLUDE_DIR as explained in the page. I've not 
found the OPENGL_LIBRARY so I added it too. I've setted them to point to the 
Angle's include folder and Angle's libGLESv2.lib and libEGL.lib, but when I 
generate the project Cmake returns an error, and Visual Studio don't compile.
I receive this errors:
'glDepthRangef': identifier not found
'GL_NUM_SHADER_BINARY_FORMATS': undeclared identifier
'GL_SHADER_BINARY_FORMATS': undeclared identifier
'glShaderBinary': identifier not found
'glClearDepthf': identifier not found

I've tried to search other guides to compile in OGL ES 2.0, but I wasn't so 
lucky so I decided to ask in the forum.

The final goal is to compile OSG with Angle to run it on Microsoft's HoloLens.

Thank you!

Cheers,
Andrea

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70032#70032





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[osg-users] [build] OSG with OpenGL ES 2.0 and Angle

2017-01-23 Thread Andrea Pennarelli
Hi,

I'm trying to build openscenegraph with OpenGL ES 2.0 and Angle on windows, 
using CMake GUI and Visual Studio 2015. I've setted the CMake variables like 
the page trac.openscenegraph dot org /projects/osg/wiki/Community/OpenGL-ES 
says. I've added the OPENGL_INCLUDE_DIR as explained in the page. I've not 
found the OPENGL_LIBRARY so I added it too. I've setted them to point to the 
Angle's include folder and Angle's libGLESv2.lib and libEGL.lib, but when I 
generate the project Cmake returns an error, and Visual Studio don't compile.
I receive this errors:
'glDepthRangef': identifier not found   
'GL_NUM_SHADER_BINARY_FORMATS': undeclared identifier
'GL_SHADER_BINARY_FORMATS': undeclared identifier
'glShaderBinary': identifier not found
'glClearDepthf': identifier not found

I've tried to search other guides to compile in OGL ES 2.0, but I wasn't so 
lucky so I decided to ask in the forum.

The final goal is to compile OSG with Angle to run it on Microsoft's HoloLens.

Thank you!

Cheers,
Andrea

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70032#70032





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