Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2013-06-28 Thread Robert Osfield
Hi Roman,

I'm currently looking through my archives for pending submissions and
spotted this post from you, it was never formally addressed as a
submission though, is it intended to be merged?  Could you get things
working under svn/trunk and send me the whole files zipped up to avoid
the forum mangling the attachments.

Thanks,
Robert.

On 2 November 2012 13:08, Roman Grigoriev grigor...@gosniias.ru wrote:
 Hi, I followed to advice of David Garcia
 to modify buffer object as he said but it doesn't work on linux.
 To use forward context we definitly need VAO.
 Here is my modified versions to support VAO.
 In submissions there is GraphicsContextX11.cpp to open true 3.1 and up window.
 Thank you!
 Cheers,
 Roman

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 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=50952#50952




 Attachments:
 http://forum.openscenegraph.org//files/266_1351861595._536.
 http://forum.openscenegraph.org//files/bufferobject_202.cpp


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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-11-02 Thread Roman Grigoriev
Hi, I followed to advice of David Garcia
to modify buffer object as he said but it doesn't work on linux.
To use forward context we definitly need VAO.
Here is my modified versions to support VAO.
In submissions there is GraphicsContextX11.cpp to open true 3.1 and up window.
Thank you!
Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50952#50952




Attachments: 
http://forum.openscenegraph.org//files/266_1351861595._536.
http://forum.openscenegraph.org//files/bufferobject_202.cpp


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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Craig Bosma
Robert, Paul, et. al:

Has any further discussion or work gone into adding proper VAO support
to OSG? I'm interested in contributing if I can, mostly because I'd
like to see full 3.2 support for OS X.

Craig

On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi David,

 On 4 March 2012 20:55, David Garcia da...@aimsun.com wrote:

 Yes, I think so too. Unfortunately Apple decides that a VAO is required. I
 can fill a radar and ask in the developer forums but, for now, what is the
 best solution?


 The think that we should implement proper VAO support. I'm not familiar with
 this new feature yet, but would guess that it should probably sit in
 osg::Array and osg::BufferData.  I'm open to suggestions.

 Robert.


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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Paul Martz

Hi Craig -- as far as I know, no one is using vertex array objects with OSG.

I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file 
loading only, not for rendering. (The external project requires OSG built for 
GL3 in order to avoid including both gl.h and gl3.h in the same source.) I'm 
using OSG svn trunk HEAD for this, and it works great on both Windows and OSX 
(not yet tested on Linux). But the external project does the rendering, not OSG, 
so my work here doesn't help you with OSG's current lack of VAO support.


I think it'd be great to have VAO support in OSG. You might want to post some 
design ideas here for discussion, and review by Robert (as it would involve 
changes to core OSG).

   -Paul



On 10/3/2012 9:45 AM, Craig Bosma wrote:

Robert, Paul, et. al:

Has any further discussion or work gone into adding proper VAO support
to OSG? I'm interested in contributing if I can, mostly because I'd
like to see full 3.2 support for OS X.

Craig

On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfieldrobert.osfi...@gmail.com  wrote:

Hi David,

On 4 March 2012 20:55, David Garciada...@aimsun.com  wrote:


Yes, I think so too. Unfortunately Apple decides that a VAO is required. I
can fill a radar and ask in the developer forums but, for now, what is the
best solution?



The think that we should implement proper VAO support. I'm not familiar with
this new feature yet, but would guess that it should probably sit in
osg::Array and osg::BufferData.  I'm open to suggestions.

Robert.


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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-05 Thread Robert Osfield
Hi David,

On 4 March 2012 20:55, David Garcia da...@aimsun.com wrote:

 Yes, I think so too. Unfortunately Apple decides that a VAO is required. I
 can fill a radar and ask in the developer forums but, for now, what is the
 best solution?


The think that we should implement proper VAO support. I'm not familiar
with this new feature yet, but would guess that it should probably sit in
osg::Array and osg::BufferData.  I'm open to suggestions.

Robert.
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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-04 Thread Paul Martz
I believe the poster in that LWJGL thread is mistaken. Vertex array objects are 
not required in a 3.2 core profile context. See the OpenGL 3.2 core profile 
spec, which clearly states that a default (ID = 0) vertex array object is used 
when the app hasn't explicit bound an app-created VAO.


If you are not getting correct rendering unless you bind a VAO, then that sounds 
like a possible driver bug. On Windows, for example, I am able to get correct 
rendering if I modify osgsimplegl3 as follows:

 * Change the #version 140 to #version 150 in both shader source strings.
 * Change the version string from 3.1 to 3.2.
 * Set the profile bit to 0x1 (WGL's core profile bit).
Then, osgsimplegl3 teapot.osg renders correctly without any warnings or 
errors.

Assuming it's a driver bug, I'm not sure how we'd want to work around it. 
However, I imagine a submission to add VAO support to OSG Drawables might be 
considered by Robert for inclusion in a future release.

   -Paul


On 3/3/2012 4:08 PM, David Garcia wrote:


Paul,

Seems that OSG must use VAO. Look at this message for the same error:
http://lwjgl.org/forum/index.php?topic=4071.msg22035#msg22035

And 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 :)

David

On Mar 3, 2012, at 23:58 , David Garcia da...@aimsun.com
mailto:da...@aimsun.com wrote:



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,

David

On Mar 3, 2012, at 2:56 , Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com 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.
-Paul


On 3/2/2012 5:10 PM, David Garcia wrote:

Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. In
the 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).

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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-04 Thread David Garcia
Paul,On Mar 4, 2012, at 20:03 , Paul Martz pma...@skew-matrix.com wrote:I believe the poster in that LWJGL thread is mistaken. Vertex array objects are not required in a 3.2 core profile context. See the OpenGL 3.2 core profile spec, which clearly states that a default (ID = 0) vertex array object is used when the app hasn't explicit bound an app-created VAO.Yes, I think so too. Unfortunately Apple decides that a VAO is required. I can fill a radar and ask in the developer forums but, for now, what is the best solution?Best regards, DavidIf you are not getting correct rendering unless you bind a VAO, then that sounds like a possible driver bug. On Windows, for example, I am able to get correct rendering if I modify osgsimplegl3 as follows: * Change the "#version 140" to "#version 150" in both shader source strings. * Change the version string from "3.1" to "3.2". * Set the profile bit to 0x1 (WGL's core profile bit).Then, "osgsimplegl3 teapot.osg" renders correctly without any warnings or errors.Assuming it's a driver bug, I'm not sure how we'd want to work around it. However, I imagine a submission to add VAO support to OSG Drawables might be considered by Robert for inclusion in a future release. -PaulOn 3/3/2012 4:08 PM, David Garcia wrote: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 Garcia da...@aimsun.commailto:da...@aimsun.com wrote:Paul,I cannot help, my knowlenge in GL3 is quite limited. As far as I know Lionimplementation is strictly Core profile only and probably OSG is mixing GL3with older profiles. You can find a bit more information, but not too much, inthe Apple Developer forums.My original problem was to use a GLSL 1.5 program in OSG's Mac version. InWindows and Linux the system will create the best profile possible for OSG,automatically and without enabling GL3 explicitly, and, in my case, is version3.3. In Mac the developer must create explicitly a 3.2 profile. This is notthe case in OSG and my app fails.As far as I know my only options are either to code the GLSL function inversion 1.2 or run OSG in GL3 mode.Best regards,DavidOn Mar 3, 2012, at 2:56 , Paul Martz pma...@skew-matrix.commailto:pma...@skew-matrix.com 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 wouldrequire the use of vertex array objects when you open a 3.x context, butthat's what the error text appears to imply. I did a quick web search anddidn'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.org mailto:osg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org*David Garcia*Technical Directorsignature.gif*David Garcia*Technical Director___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-03 Thread David Garcia
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 pma...@skew-matrix.com 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
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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-03 Thread David Garcia
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 Garcia da...@aimsun.com wrote: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 pma...@skew-matrix.com 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
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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-02 Thread Paul Martz

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.

   -Paul


On 3/2/2012 5:10 PM, David Garcia wrote:

Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. In
the 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).

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