Re: [osg-users] How to properly compile osg with EGL support?

2019-06-28 Thread Roy Lichtenheldt
Hi,

@Chris: I fear I will only be able to try that after my vacation.

As for the GPU-affinity:
I didn't have the chance to test the GPU-affinity part though since the 
self-administrated machine only got one GPU.

I will definitely let you know once I tested it and share it then.

Cheers,
Roy

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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-24 Thread Trajce Nikolov NICK
we are very interested in hearing about the "GPU affinity" approach you are
mentioning as you know

On Mon, Jun 24, 2019 at 10:04 PM Chris Hanson  wrote:

> Can you just side-load the binary built on the personal machine onto the
> administered system and see what happens? The result, even if it's a
> failure, might be insightful.
>
> I'm glad the process works. We need to document this build recipe because
> the utility of it is potentially very powerful for many users.
>
> Now we just need to figure out binding to a particular GPU in multi-GPU
> systems, and it will be a serious breakthrough to be able to access
> multiple GPUs on Linux without the overhead of X!
>
> On Fri, Jun 21, 2019 at 2:12 PM Roy Lichtenheldt 
> wrote:
>
>> Hi Nick,
>>
>> Thanks for the hint. After being unsuccessful on our administrated
>> systems, I ported a small example to a self-administrated ubuntu machine
>> --> few adaptions to the cmakeLists and it runs. I guess everything is
>> running fine, as the viewer loop keeps running without showing the viewer
>> on the screen (I ran the main.cpp from the repository in this thread).
>>
>> So my next task will be to figure out what is wrong in the administrated
>> system and to try our simulation tool on the ubuntu one in order to see if
>> it would also work.
>>
>> Thanks Again!
>>
>> Cheers,
>> Roy
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=76319#76319
>>
>>
>>
>>
>>
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-24 Thread Chris Hanson
Can you just side-load the binary built on the personal machine onto the
administered system and see what happens? The result, even if it's a
failure, might be insightful.

I'm glad the process works. We need to document this build recipe because
the utility of it is potentially very powerful for many users.

Now we just need to figure out binding to a particular GPU in multi-GPU
systems, and it will be a serious breakthrough to be able to access
multiple GPUs on Linux without the overhead of X!

On Fri, Jun 21, 2019 at 2:12 PM Roy Lichtenheldt 
wrote:

> Hi Nick,
>
> Thanks for the hint. After being unsuccessful on our administrated
> systems, I ported a small example to a self-administrated ubuntu machine
> --> few adaptions to the cmakeLists and it runs. I guess everything is
> running fine, as the viewer loop keeps running without showing the viewer
> on the screen (I ran the main.cpp from the repository in this thread).
>
> So my next task will be to figure out what is wrong in the administrated
> system and to try our simulation tool on the ubuntu one in order to see if
> it would also work.
>
> Thanks Again!
>
> Cheers,
> Roy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76319#76319
>
>
>
>
>
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>


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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-21 Thread Roy Lichtenheldt
Hi Nick,

Thanks for the hint. After being unsuccessful on our administrated systems, I 
ported a small example to a self-administrated ubuntu machine --> few adaptions 
to the cmakeLists and it runs. I guess everything is running fine, as the 
viewer loop keeps running without showing the viewer on the screen (I ran the 
main.cpp from the repository in this thread).

So my next task will be to figure out what is wrong in the administrated system 
and to try our simulation tool on the ubuntu one in order to see if it would 
also work.

Thanks Again!

Cheers,
Roy

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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-19 Thread Trajce Nikolov NICK
Hi Roy,

the CMakeLists.txt I posted are replacement of the osgviewer from the
repository. Just give it a try there in that scope and then we can
investigate further how to adopt it for the osgEGL project

On Wed, Jun 19, 2019 at 9:02 PM Roy Lichtenheldt 
wrote:

> Hi Nick,
>
> Thank you very much! Unfortunately, I did not get it working yet: I got a
> similar solution as yours - I fear it is rather our institutional Linux
> might be the problem - I need to check if everthing is fine there in terms
> of libraries.
>
> If I link only against the libraries your cmakeLists provides, I won't get
> my examples running with either EGL or OpenGL (I guess libGLX is missing
> then).
>
> Could using OSG 3.4 be a problem? (currently porting to 3.6 is not a fast
> option as osg::program changed sufficiently)
>
> Cheers,
> Roy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76312#76312
>
>
>
>
>
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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-19 Thread Roy Lichtenheldt
Hi Nick,

Thank you very much! Unfortunately, I did not get it working yet: I got a 
similar solution as yours - I fear it is rather our institutional Linux might 
be the problem - I need to check if everthing is fine there in terms of 
libraries.

If I link only against the libraries your cmakeLists provides, I won't get my 
examples running with either EGL or OpenGL (I guess libGLX is missing then).

Could using OSG 3.4 be a problem? (currently porting to 3.6 is not a fast 
option as osg::program changed sufficiently)

Cheers,
Roy

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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-19 Thread Chris Hanson
Thanks for sharing this info for everyone else who might need it, Nick!

On Wed, Jun 19, 2019 at 9:28 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Roy,
>
> as promissed. See attached
>
> On Tue, Jun 18, 2019 at 9:58 PM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Roy,
>>
>> I am not on Linux box at the moment but as I can recall I had to link
>> against the NVIDIA libraries, for OpenGL and for the GLdispatch. No idea
>> how this works on Windows. Tomorrow from work I can send you the whole
>> working project
>>
>> On Tue, Jun 18, 2019 at 6:27 PM Roy Lichtenheldt 
>> wrote:
>>
>>> Hi Nick,
>>>
>>> I got exactly the same stack trace you got on running my example - I
>>> tried linking explicitly to EGL, GLdispatch and OpenGL, but it seems I got
>>> that wrong. Any hints (or possibly an adapted cmakeLists ;-) )?
>>>
>>> Thank you!
>>>
>>> Cheers,
>>> Roy
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=76300#76300
>>>
>>>
>>>
>>>
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>> --
>> trajce nikolov nick
>>
>
>
> --
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http://www.alphapixel.com/
Training • Consulting • Contracting
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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-19 Thread Trajce Nikolov NICK
Hi Roy,

as promissed. See attached

On Tue, Jun 18, 2019 at 9:58 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Roy,
>
> I am not on Linux box at the moment but as I can recall I had to link
> against the NVIDIA libraries, for OpenGL and for the GLdispatch. No idea
> how this works on Windows. Tomorrow from work I can send you the whole
> working project
>
> On Tue, Jun 18, 2019 at 6:27 PM Roy Lichtenheldt 
> wrote:
>
>> Hi Nick,
>>
>> I got exactly the same stack trace you got on running my example - I
>> tried linking explicitly to EGL, GLdispatch and OpenGL, but it seems I got
>> that wrong. Any hints (or possibly an adapted cmakeLists ;-) )?
>>
>> Thank you!
>>
>> Cheers,
>> Roy
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=76300#76300
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> trajce nikolov nick
>


-- 
trajce nikolov nick
SET(TARGET_SRC osgviewer.cpp )

LINK_DIRECTORIES(/usr/lib/nvidia-384/)



SET(TARGET_COMMON_LIBRARIES
OpenThreads
osg
osgDB
osgUtil
osgGA
osgViewer
osgText
)

SETUP_APPLICATION(osgviewer)

TARGET_LINK_LIBRARIES(${TARGET_TARGETNAME} EGL GLdispatch OpenGL)





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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-18 Thread Trajce Nikolov NICK
Hi Roy,

I am not on Linux box at the moment but as I can recall I had to link
against the NVIDIA libraries, for OpenGL and for the GLdispatch. No idea
how this works on Windows. Tomorrow from work I can send you the whole
working project

On Tue, Jun 18, 2019 at 6:27 PM Roy Lichtenheldt 
wrote:

> Hi Nick,
>
> I got exactly the same stack trace you got on running my example - I tried
> linking explicitly to EGL, GLdispatch and OpenGL, but it seems I got that
> wrong. Any hints (or possibly an adapted cmakeLists ;-) )?
>
> Thank you!
>
> Cheers,
> Roy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76300#76300
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-18 Thread Roy Lichtenheldt
Hi Nick,

I got exactly the same stack trace you got on running my example - I tried 
linking explicitly to EGL, GLdispatch and OpenGL, but it seems I got that 
wrong. Any hints (or possibly an adapted cmakeLists ;-) )?

Thank you!

Cheers,
Roy

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Re: [osg-users] How to properly compile osg with EGL support?

2019-04-30 Thread Chris Hanson
Awesome!

On Tue, Apr 30, 2019 at 8:14 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> me again :)
>
> I had to re-read what Omar wrote in this thread. To make it work you
> really need to link explicitly to EGL, GLdispatch and OpenGL. All works now
>
> Thanks Omar and Chris!
>
> On Tue, Apr 30, 2019 at 7:38 AM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> we are back on this issue now days. I have tried the osgEGL project from
>> guthub and I am having the same problem I had before. Crash .. Here is the
>> stack trace. Any clue?
>>
>> 0glGetString0x762ccae9
>> 1osg::State::initializeExtensionProcs()0x76d1e3ed
>> 2osg::GraphicsContext::makeCurrent()0x76c2a4f2
>> 3osg::GraphicsThread::run()0x76c30117
>> 4OpenThreads::ThreadPrivateActions::StartThread(void *)
>> 0x76873375
>> 5start_thread
>> /usr/lib/debug/.build-id/b1/7c21299099640a6d863e423d99265824e7bb16.debug
>> 3330x748d46ba
>> 6clone/usr/lib/debug/lib/x86_64-linux-gnu/libc-2.23.so109
>> 0x7599741d
>>
>>
>>
>>
>> On Fri, Jan 25, 2019 at 9:47 AM Omar Álvarez 
>> wrote:
>>
>>> I have created a small repo with my changes based on your code. I will
>>> try to update the readme today, but compiling it is pretty straightforward.
>>>
>>> https://github.com/omaralvarez/osgEGL
>>>
>>> I still need to clean up the code and see what is going on with the
>>> warnings, but it looks like it is working properly with the OSG master
>>> branch.
>>>
>>> El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (<
>>> trajce.nikolov.n...@gmail.com>) escribió:
>>>
 Hi,

 here is how far we have got (not too far but I think it is in the right
 direction). Let see if you have some

 On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez 
 wrote:

> Hi,
>
> Sounds good. Tomorrow morning I will compile it. I will probably also
> make some changes in how GL is used in CMake since to make EGL work you
> need to link to GLVND GL. Thanks for the tips to get OSG to compile.
>
> If you have some code already I will gladly take a look and see if I
> can make it work. I’ll be happy to share my findings with everybody. If
> everything goes ok we should have a working example and maybe a tutorial.
> Do you have a github repo?
>
> Regards,
>
> Omar.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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>>>
>>
>>
>> --
>> trajce nikolov nick
>>
>
>
> --
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Training • Consulting • Contracting
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Re: [osg-users] How to properly compile osg with EGL support?

2019-04-30 Thread Trajce Nikolov NICK
me again :)

I had to re-read what Omar wrote in this thread. To make it work you really
need to link explicitly to EGL, GLdispatch and OpenGL. All works now

Thanks Omar and Chris!

On Tue, Apr 30, 2019 at 7:38 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Community,
>
> we are back on this issue now days. I have tried the osgEGL project from
> guthub and I am having the same problem I had before. Crash .. Here is the
> stack trace. Any clue?
>
> 0glGetString0x762ccae9
> 1osg::State::initializeExtensionProcs()0x76d1e3ed
> 2osg::GraphicsContext::makeCurrent()0x76c2a4f2
> 3osg::GraphicsThread::run()0x76c30117
> 4OpenThreads::ThreadPrivateActions::StartThread(void *)
> 0x76873375
> 5start_thread
> /usr/lib/debug/.build-id/b1/7c21299099640a6d863e423d99265824e7bb16.debug
> 3330x748d46ba
> 6clone/usr/lib/debug/lib/x86_64-linux-gnu/libc-2.23.so109
> 0x7599741d
>
>
>
>
> On Fri, Jan 25, 2019 at 9:47 AM Omar Álvarez 
> wrote:
>
>> I have created a small repo with my changes based on your code. I will
>> try to update the readme today, but compiling it is pretty straightforward.
>>
>> https://github.com/omaralvarez/osgEGL
>>
>> I still need to clean up the code and see what is going on with the
>> warnings, but it looks like it is working properly with the OSG master
>> branch.
>>
>> El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (<
>> trajce.nikolov.n...@gmail.com>) escribió:
>>
>>> Hi,
>>>
>>> here is how far we have got (not too far but I think it is in the right
>>> direction). Let see if you have some
>>>
>>> On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez 
>>> wrote:
>>>
 Hi,

 Sounds good. Tomorrow morning I will compile it. I will probably also
 make some changes in how GL is used in CMake since to make EGL work you
 need to link to GLVND GL. Thanks for the tips to get OSG to compile.

 If you have some code already I will gladly take a look and see if I
 can make it work. I’ll be happy to share my findings with everybody. If
 everything goes ok we should have a working example and maybe a tutorial.
 Do you have a github repo?

 Regards,

 Omar.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

>>>
>>>
>>> --
>>> trajce nikolov nick
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> trajce nikolov nick
>


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Re: [osg-users] How to properly compile osg with EGL support?

2019-04-29 Thread Trajce Nikolov NICK
Hi Community,

we are back on this issue now days. I have tried the osgEGL project from
guthub and I am having the same problem I had before. Crash .. Here is the
stack trace. Any clue?

0glGetString0x762ccae9
1osg::State::initializeExtensionProcs()0x76d1e3ed
2osg::GraphicsContext::makeCurrent()0x76c2a4f2
3osg::GraphicsThread::run()0x76c30117
4OpenThreads::ThreadPrivateActions::StartThread(void *)
0x76873375
5start_thread
/usr/lib/debug/.build-id/b1/7c21299099640a6d863e423d99265824e7bb16.debug
3330x748d46ba
6clone/usr/lib/debug/lib/x86_64-linux-gnu/libc-2.23.so109
0x7599741d




On Fri, Jan 25, 2019 at 9:47 AM Omar Álvarez  wrote:

> I have created a small repo with my changes based on your code. I will try
> to update the readme today, but compiling it is pretty straightforward.
>
> https://github.com/omaralvarez/osgEGL
>
> I still need to clean up the code and see what is going on with the
> warnings, but it looks like it is working properly with the OSG master
> branch.
>
> El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (<
> trajce.nikolov.n...@gmail.com>) escribió:
>
>> Hi,
>>
>> here is how far we have got (not too far but I think it is in the right
>> direction). Let see if you have some
>>
>> On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez 
>> wrote:
>>
>>> Hi,
>>>
>>> Sounds good. Tomorrow morning I will compile it. I will probably also
>>> make some changes in how GL is used in CMake since to make EGL work you
>>> need to link to GLVND GL. Thanks for the tips to get OSG to compile.
>>>
>>> If you have some code already I will gladly take a look and see if I can
>>> make it work. I’ll be happy to share my findings with everybody. If
>>> everything goes ok we should have a working example and maybe a tutorial.
>>> Do you have a github repo?
>>>
>>> Regards,
>>>
>>> Omar.
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>> --
>> trajce nikolov nick
>> ___
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>>
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>


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Re: [osg-users] How to properly compile osg with EGL support?

2019-02-13 Thread Omar Álvarez
Could you open an issue so we don't pollute this discussion? We will find
out what is going on in Github.

El lun., 11 feb. 2019 a las 9:24, Roy Lichtenheldt ()
escribió:

> Hi Omar,
>
> I tried to run your example, but didn't succeed with compilation. I guess
> I am missing a step in compilation of OSG. Do you have any additional hints
> on that?
>
> I also adapted our particle simulation (still based on OSG 3.4) to use an
> EGL context similiar to how you did it, everything compiles fine, but
> segFaults during the GL calls. (compiled OSG with added -lEGL, however it
> does not seem to make a difference)
>
> Cheers,
> Roy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75617#75617
>
>
>
>
>
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Re: [osg-users] How to properly compile osg with EGL support?

2019-02-11 Thread Roy Lichtenheldt
Hi Omar,

I tried to run your example, but didn't succeed with compilation. I guess I am 
missing a step in compilation of OSG. Do you have any additional hints on that?

I also adapted our particle simulation (still based on OSG 3.4) to use an EGL 
context similiar to how you did it, everything compiles fine, but segFaults 
during the GL calls. (compiled OSG with added -lEGL, however it does not seem 
to make a difference)

Cheers,
Roy

--
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http://forum.openscenegraph.org/viewtopic.php?p=75617#75617





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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-25 Thread Omar Álvarez
I have created a small repo with my changes based on your code. I will try
to update the readme today, but compiling it is pretty straightforward.

https://github.com/omaralvarez/osgEGL

I still need to clean up the code and see what is going on with the
warnings, but it looks like it is working properly with the OSG master
branch.

El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (<
trajce.nikolov.n...@gmail.com>) escribió:

> Hi,
>
> here is how far we have got (not too far but I think it is in the right
> direction). Let see if you have some
>
> On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez 
> wrote:
>
>> Hi,
>>
>> Sounds good. Tomorrow morning I will compile it. I will probably also
>> make some changes in how GL is used in CMake since to make EGL work you
>> need to link to GLVND GL. Thanks for the tips to get OSG to compile.
>>
>> If you have some code already I will gladly take a look and see if I can
>> make it work. I’ll be happy to share my findings with everybody. If
>> everything goes ok we should have a working example and maybe a tutorial.
>> Do you have a github repo?
>>
>> Regards,
>>
>> Omar.
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> trajce nikolov nick
> ___
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Trajce Nikolov NICK
Hi,

here is how far we have got (not too far but I think it is in the right
direction). Let see if you have some

On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez  wrote:

> Hi,
>
> Sounds good. Tomorrow morning I will compile it. I will probably also make
> some changes in how GL is used in CMake since to make EGL work you need to
> link to GLVND GL. Thanks for the tips to get OSG to compile.
>
> If you have some code already I will gladly take a look and see if I can
> make it work. I’ll be happy to share my findings with everybody. If
> everything goes ok we should have a working example and maybe a tutorial.
> Do you have a github repo?
>
> Regards,
>
> Omar.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
trajce nikolov nick
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
 *
 * This application is open source and may be redistributed and/or modified
 * freely and without restriction, both in commercial and non commercial applications,
 * as long as this copyright notice is maintained.
 *
 * This application is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include 
#include 
#include 

#include 
#include 
#include 

#include 
#include 

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

#include 

#include 

#include 
#include 
#include 
#include 

#include 

class EGLGraphicsWindowEmbedded : public osgViewer::GraphicsWindowEmbedded
{
protected:
EGLDisplay  eglDpy;
EGLint  major, minor;
EGLint  numConfigs;
EGLConfig   eglCfg;
EGLSurface  eglSurf;
EGLContext  eglCtx;
public:

EGLGraphicsWindowEmbedded()
{
const EGLint configAttribs[] = {
  EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
  EGL_BLUE_SIZE, 8,
  EGL_GREEN_SIZE, 8,
  EGL_RED_SIZE, 8,
  EGL_DEPTH_SIZE, 8,
  EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
  EGL_NONE
};

static const int pbufferWidth = 256;
static const int pbufferHeight = 256;

const EGLint pbufferAttribs[] = {
EGL_WIDTH, pbufferWidth,
EGL_HEIGHT, pbufferHeight,
EGL_NONE,
};

// 1. Initialize EGL
eglDpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(eglDpy, , );

// 2. Select an appropriate configuration
eglChooseConfig(eglDpy, configAttribs, , 1, );

// 3. Create a surface
eglSurf = eglCreatePbufferSurface(eglDpy, eglCfg, pbufferAttribs);

// 4. Bind the API
eglBindAPI(EGL_OPENGL_API);

// 5. Create a context and make it current
eglCtx = eglCreateContext(eglDpy, eglCfg, EGL_NO_CONTEXT, NULL);

init();

}
virtual ~EGLGraphicsWindowEmbedded()
{
// 6. Terminate EGL when finished
eglTerminate(eglDpy);
}

virtual bool isSameKindAs(const Object* object) const { return dynamic_cast(object)!=0; }
virtual const char* libraryName() const { return "osgViewer"; }
virtual const char* className() const { return "EGLGraphicsWindowEmbedded"; }

void init()
{
if (valid())
{
setState( new osg::State );
getState()->setGraphicsContext(this);

getState()->setContextID( osg::GraphicsContext::createNewContextID() );
}
}

// dummy implementations, assume that graphics context is *always* current and valid.
virtual bool valid() const { return true; }
virtual bool realizeImplementation() { return true; }
virtual bool isRealizedImplementation() const  { return true; }
virtual void closeImplementation() {}
virtual bool makeCurrentImplementation() {
eglMakeCurrent(eglDpy, eglSurf, eglSurf, eglCtx);
return true;
}
virtual bool releaseContextImplementation() { return true; }
virtual void swapBuffersImplementation() {}
virtual void grabFocus() {}
virtual void grabFocusIfPointerInWindow() {}
virtual void raiseWindow() {}
};

int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(,argv);

arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("--image ","Load an image and render it on a quad");
  

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Chris Hanson
As far as integrating, I'd probably defer to Robert on his views of how it
ought to be tied in. Without X Server, a lot of the Windowing System code
kind of becomes moot.

Do you have any views on this Robert? I'd love to get this technique into
wider utilization.

On Thu, Jan 24, 2019 at 9:56 PM Omar Álvarez  wrote:

> I have managed to compile and run a simple EGL example that Trajce Nikolov
> kindly provided. I am preparing a github repo with the code, if he has no
> issue with this. Here are the caveats that I have found:
>
> - When installing driver we need to reboot in order for the EGL context to
> be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA
> worked out of the box.
> - eglinfo is awesome. NVIDIA device EGL needs to be working to be able to
> run EGL.
> - When using the latest CMake (3.13.x), I think OSG does not properly
> detect libOpenGL.so which is needed for EGL. I will test this further to be
> sure that is the cause.
> - One needs to stablish viewport resolution manually or the following
> error pops up: "Error: cannot draw stage due to undefined viewport"
> - Some warning pops up that I have not been able to fix: "void
> StateSet::setGlobalDefaults() ShaderPipeline disabled."
>
> Any idea why the warning message is popping up?
>
> It would probably be interesting to integrate in OSG the graphics context
> code, so that users don't need to write the custom class. If anyone has any
> suggestions I would love to hear them.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Omar Álvarez
I have managed to compile and run a simple EGL example that Trajce Nikolov
kindly provided. I am preparing a github repo with the code, if he has no
issue with this. Here are the caveats that I have found:

- When installing driver we need to reboot in order for the EGL context to
be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA
worked out of the box.
- eglinfo is awesome. NVIDIA device EGL needs to be working to be able to
run EGL.
- When using the latest CMake (3.13.x), I think OSG does not properly
detect libOpenGL.so which is needed for EGL. I will test this further to be
sure that is the cause.
- One needs to stablish viewport resolution manually or the following error
pops up: "Error: cannot draw stage due to undefined viewport"
- Some warning pops up that I have not been able to fix: "void
StateSet::setGlobalDefaults() ShaderPipeline disabled."

Any idea why the warning message is popping up?

It would probably be interesting to integrate in OSG the graphics context
code, so that users don't need to write the custom class. If anyone has any
suggestions I would love to hear them.
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Omar Álvarez
I have managed to compile and run a simple EGL example that Trajce Nikolov
kindly provided. I am preparing a github repo with the code, if he has no
issue with this. Here are the caveats that I have found:

- When installing driver we need to reboot in order for the EGL context to
be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA
worked out of the box.
- eglinfo is awesome. NVIDIA device EGL needs to be working to be able to
run EGL.
- When using the latest CMake (3.13.x), I think OSG does not properly
detect libOpenGL.so which is needed for EGL. I will test this further to be
sure that is the cause.
- One needs to stablish viewport resolution manually or the following error
pops up: "Error: cannot draw stage due to undefined viewport"
- Some warning pops up that I have not been able to fix: "void
StateSet::setGlobalDefaults() ShaderPipeline disabled."

Any idea why the warning message is popping up?

It would probably be interesting to integrate in OSG the graphics context
code, so that users don't need to write the custom class. If anyone has any
suggestions I would love to hear them.
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Omar Álvarez
Hi,

Sounds good. Tomorrow morning I will compile it. I will probably also make
some changes in how GL is used in CMake since to make EGL work you need to
link to GLVND GL. Thanks for the tips to get OSG to compile.

If you have some code already I will gladly take a look and see if I can
make it work. I’ll be happy to share my findings with everybody. If
everything goes ok we should have a working example and maybe a tutorial.
Do you have a github repo?

Regards,

Omar.
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Chris Hanson
Based on what we've seen, the technique SHOULD work. I'm not in a position
to test and hack on it myself because I don't have an NVidia Linux box
handy.

It'd be good to have a standard example of osgViewerEGLnoX or something,
because there seems to be a growing number of folks who don't want an
XServer gumming up the works.

On Wed, Jan 23, 2019 at 9:59 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Omar,
>
> we are trying to get this running as well. Julien's hints should be enough
> to get it built. I also wrote some code to support EGL based on some
> off-list disucussion we had with Chris. All was great but got some crashes
> in osg and was not able to actually run it. I can share my work with you
> (tomorrow) if you want to give it a try and maybe together we make it work
> and share it with the community?
>
> Cheers,
> Nick
>
>
> 
>  Virus-free.
> www.avast.com
> 
> <#m_2139364992193776022_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson  wrote:
>
>> I know of a couple other people trying to do this. Let me know how you
>> get on with the X-less OSG.
>>
>> On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin <
>> julienvalenti...@gmail.com> wrote:
>>
>>> few advices:
>>> check your driver support with eglinfo
>>> try adding -legl to the linker flags
>>> try VERBOSE=1 make
>>> to check used linkerflags
>>> Cheers
>>>
>>>
>>>
>>> Omar Álvarez wrote:
>>> > Hi.
>>> > I am trying to compile OSG with EGL support in order to be able to run
>>> OSG server side without an X display server. I have installed EGL headers
>>> and the latest and the NVIDIA driver. EGL is detected by OSG and I am
>>> requesting GLVND GL:
>>> > > cmake -DOpenGL_GL_PREFERENCE=GLVND .
>>> >
>>> >
>>> > I am getting linking errors:
>>> > > [ 33%] Linking CXX executable ../../bin/osgversion
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
>>> > > .
>>> >
>>> >
>>> > Is this the proper way for compiling OSG with EGL support?
>>> > I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in
>>> which the OpenGL library is linked has to change (to support the new CMake
>>> flag OpenGL_GL_PREFERENCE).
>>> >
>>> >  --
>>> > Post generated by Mail2Forum
>>>
>>>
>>> 
>>> Twirling twirling twirling toward freedom
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=75535#75535
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>> --
>> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
>> http://www.alphapixel.com/
>> Training • Consulting • Contracting
>> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
>> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
>> Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
>> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
>> iPhone/iPad/iOS • Android
>> @alphapixel  facebook.com/alphapixel (775)
>> 623-PIXL [7495]
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> trajce nikolov nick
>
>
> 
>  Virus-free.
> www.avast.com
> 
> <#m_2139364992193776022_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Trajce Nikolov NICK
Hi Omar,

we are trying to get this running as well. Julien's hints should be enough
to get it built. I also wrote some code to support EGL based on some
off-list disucussion we had with Chris. All was great but got some crashes
in osg and was not able to actually run it. I can share my work with you
(tomorrow) if you want to give it a try and maybe together we make it work
and share it with the community?

Cheers,
Nick


Virus-free.
www.avast.com

<#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>

On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson  wrote:

> I know of a couple other people trying to do this. Let me know how you get
> on with the X-less OSG.
>
> On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin <
> julienvalenti...@gmail.com> wrote:
>
>> few advices:
>> check your driver support with eglinfo
>> try adding -legl to the linker flags
>> try VERBOSE=1 make
>> to check used linkerflags
>> Cheers
>>
>>
>>
>> Omar Álvarez wrote:
>> > Hi.
>> > I am trying to compile OSG with EGL support in order to be able to run
>> OSG server side without an X display server. I have installed EGL headers
>> and the latest and the NVIDIA driver. EGL is detected by OSG and I am
>> requesting GLVND GL:
>> > > cmake -DOpenGL_GL_PREFERENCE=GLVND .
>> >
>> >
>> > I am getting linking errors:
>> > > [ 33%] Linking CXX executable ../../bin/osgversion
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
>> > > .
>> >
>> >
>> > Is this the proper way for compiling OSG with EGL support?
>> > I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in
>> which the OpenGL library is linked has to change (to support the new CMake
>> flag OpenGL_GL_PREFERENCE).
>> >
>> >  --
>> > Post generated by Mail2Forum
>>
>>
>> 
>> Twirling twirling twirling toward freedom
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=75535#75535
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel  facebook.com/alphapixel (775)
> 623-PIXL [7495]
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Chris Hanson
I know of a couple other people trying to do this. Let me know how you get
on with the X-less OSG.

On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin 
wrote:

> few advices:
> check your driver support with eglinfo
> try adding -legl to the linker flags
> try VERBOSE=1 make
> to check used linkerflags
> Cheers
>
>
>
> Omar Álvarez wrote:
> > Hi.
> > I am trying to compile OSG with EGL support in order to be able to run
> OSG server side without an X display server. I have installed EGL headers
> and the latest and the NVIDIA driver. EGL is detected by OSG and I am
> requesting GLVND GL:
> > > cmake -DOpenGL_GL_PREFERENCE=GLVND .
> >
> >
> > I am getting linking errors:
> > > [ 33%] Linking CXX executable ../../bin/osgversion
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
> > > .
> >
> >
> > Is this the proper way for compiling OSG with EGL support?
> > I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in
> which the OpenGL library is linked has to change (to support the new CMake
> flag OpenGL_GL_PREFERENCE).
> >
> >  --
> > Post generated by Mail2Forum
>
>
> 
> Twirling twirling twirling toward freedom
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75535#75535
>
>
>
>
>
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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Julien Valentin
few advices:
check your driver support with eglinfo 
try adding -legl to the linker flags
try VERBOSE=1 make 
to check used linkerflags
Cheers



Omar Álvarez wrote:
> Hi.
> I am trying to compile OSG with EGL support in order to be able to run OSG 
> server side without an X display server. I have installed EGL headers and the 
> latest and the NVIDIA driver. EGL is detected by OSG and I am requesting 
> GLVND GL:
> > cmake -DOpenGL_GL_PREFERENCE=GLVND .
> 
> 
> I am getting linking errors:
> > [ 33%] Linking CXX executable ../../bin/osgversion
> > ../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
> > ../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
> > ../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
> > ../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
> > ../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
> > ../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
> > ../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
> > .
> 
> 
> Is this the proper way for compiling OSG with EGL support?
> I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which the 
> OpenGL library is linked has to change (to support the new CMake flag 
> OpenGL_GL_PREFERENCE). 
> 
>  --
> Post generated by Mail2Forum



Twirling twirling twirling toward freedom

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75535#75535





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[osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Omar Álvarez
Hi.

I am trying to compile OSG with EGL support in order to be able to run OSG
server side without an X display server. I have installed EGL headers and
the latest and the NVIDIA driver. EGL is detected by OSG and I am
requesting GLVND GL:

cmake -DOpenGL_GL_PREFERENCE=GLVND .

I am getting linking errors:

[ 33%] Linking CXX executable ../../bin/osgversion
../../lib/libosg.so.3.6.3: undefined reference to
`glDrawArrays'../../lib/libosg.so.3.6.3: undefined reference to
`glCallList'../../lib/libosg.so.3.6.3: undefined reference to
`glPointSize'../../lib/libosg.so.3.6.3: undefined reference to
`glTexParameteriv'
../../lib/libosg.so.3.6.3: undefined reference to
`glFrontFace'../../lib/libosg.so.3.6.3: undefined reference to
`glLightModeli'../../lib/libosg.so.3.6.3: undefined reference to
`glGetBooleanv'.

Is this the proper way for compiling OSG with EGL support?

I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which
the OpenGL library is linked has to change (to support the new CMake flag
OpenGL_GL_PREFERENCE).
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