Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Erik Hofman
Arthur Wiebe wrote:
That's what happens when you don't read the whole thing. :)
I've done some work to make this code at least compile on MacOS. It's 
obvious I can't really test it myself so any patches needed to get it 
compiling are accepted.

Those who want to implement a real render-to-texture implementation for 
MacOS might find the following example helpful:

http://developer.apple.com/samplecode/Carbon_Pbuffer_Shared/Carbon_Pbuffer_Shared.html
Erik
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread James Turner
On 1 Feb 2005, at 10:34, Erik Hofman wrote:
I've done some work to make this code at least compile on MacOS. It's  
obvious I can't really test it myself so any patches needed to get it  
compiling are accepted.

Those who want to implement a real render-to-texture implementation  
for MacOS might find the following example helpful:

http://developer.apple.com/samplecode/Carbon_Pbuffer_Shared/ 
Carbon_Pbuffer_Shared.html
I'm in the middle of trying to resurrect my FG build (right now it's  
dying during startup, oh well), but getting this integrated should be  
ok, assuming I can clone the existing WGL / GLX code.

Question, though : what is FG using render-to-texture *for*?
HH
James
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Erik Hofman
James Turner wrote:
Question, though : what is FG using render-to-texture *for*?
It is not yet used. I've put the code in CVS in different stages to get 
developers the chance to get things working without being overwhelmed 
with changes.

At least Atlas can use this code to render the maps (accelerated) in the 
background though.

Erik
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread James Turner
On 1 Feb 2005, at 15:11, Erik Hofman wrote:
It is not yet used. I've put the code in CVS in different stages to 
get developers the chance to get things working without being 
overwhelmed with changes.

At least Atlas can use this code to render the maps (accelerated) in 
the background though.
Ok. I note that Manuel's excellent looking terrain code is using 
impostors, and hence will need this too, but also that GL 1.5 has 
finally ratified the render buffer object extension, so coding up the 
pbuffer stuff will be a temporary measure, with a bit of luck - render 
buffers are platform independent.

Assuming I was to add support, is there a simple test-case? Or do I 
need to build Atlas?

HH
James
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Steven Beeckman
James Turner wrote:
On 1 Feb 2005, at 10:34, Erik Hofman wrote:
I've done some work to make this code at least compile on MacOS. It's  
obvious I can't really test it myself so any patches needed to get it  
compiling are accepted.

Those who want to implement a real render-to-texture implementation  
for MacOS might find the following example helpful:

http://developer.apple.com/samplecode/Carbon_Pbuffer_Shared/ 
Carbon_Pbuffer_Shared.html

I'm in the middle of trying to resurrect my FG build (right now it's  
dying during startup, oh well), but getting this integrated should be  
ok, assuming I can clone the existing WGL / GLX code.

Question, though : what is FG using render-to-texture *for*?

To draw the instruments in the 3D cockpit. If I've followed the mailing 
list well enough, it's too costly (or too difficult) to draw the 
instruments through OpenGL, and easier to draw the instruments to a 
texture, which is used in the 3D cockpit.

Steven
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread David Luff


On 01/02/2005 at 11:45 James Turner wrote:

I'm in the middle of trying to resurrect my FG build (right now it's  
dying during startup, oh well), but getting this integrated should be  
ok, assuming I can clone the existing WGL / GLX code.


Atlas currently contains a copy of the SimGear render-to-texture code (to
avoid depending on SimGear CVS) - you could possibly get this working in
Atlas if FG won't start for you - and then it should also work in
SimGear/FlightGear.

Question, though : what is FG using render-to-texture *for*?


Atlas is using render-to-texture to avoid image corruption due to overlaid
windows, and to allow the creation of images larger than the screen
resolution (on some hardware).

I don't know what Erik has in mind, but I think that render-to-texture
would be useful in FG for procedurally drawing complex 2D images into a
texture in real-time (eg. gps unit / glass cockpit display), and then using
that to texture a 3D instrument face.

I have an inkling in the back of my mind that it might also possibly be
useful for drawing impostors for the 3D cloud rendering, but that's just a
wild guess.

Cheers - Dave


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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Erik Hofman
James Turner wrote:
Ok. I note that Manuel's excellent looking terrain code is using 
impostors, and hence will need this too, but also that GL 1.5 has 
finally ratified the render buffer object extension, so coding up the 
pbuffer stuff will be a temporary measure, with a bit of luck - render 
buffers are platform independent.
I'm afraid there will be no support for those extensions for my O2 (or 
rather any affordable sgi machine). So backward compatibility would be nice.

Assuming I was to add support, is there a simple test-case? Or do I need 
to build Atlas?
There is a file called TestRendertexture.cpp in the 
SimGear/simgear/screen directory that can be used to test it.

Erik
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Frederic Bouvier
Quoting David Luff :

 I have an inkling in the back of my mind that it might also possibly be
 useful for drawing impostors for the 3D cloud rendering, but that's just a
 wild guess.

Mark Harris, who wrote both RenderTexture and 3d clouds, used the framebuffer to
do the latter's impostors. But the resulting image has to be copied to the
texture memory and this could be avoided by the use of pbuffer. Note that if we
are careful to render to texture *before* the initial glClear, we could use this
path ( drawing to frame back buffer and then copy image to texture memory ) for
systems that will not support pbuffer.

-Fred

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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Adam Dershowitz
If you have any luck building Atlas on a Mac, please let me know.  I have
had problems with the automake stuff, and I have not yet managed to get it
to compile.

-- Adam




 From: James Turner [EMAIL PROTECTED]
 Reply-To: FlightGear developers discussions flightgear-devel@flightgear.org
 Date: Tue, 1 Feb 2005 15:23:50 +
 To: FlightGear developers discussions flightgear-devel@flightgear.org
 Subject: Re: [Flightgear-devel] Mac os x simgear build break with
 RenderTexture.cpp
 
 
 On 1 Feb 2005, at 15:11, Erik Hofman wrote:
 
 It is not yet used. I've put the code in CVS in different stages to
 get developers the chance to get things working without being
 overwhelmed with changes.
 
 At least Atlas can use this code to render the maps (accelerated) in
 the background though.
 
 Ok. I note that Manuel's excellent looking terrain code is using
 impostors, and hence will need this too, but also that GL 1.5 has
 finally ratified the render buffer object extension, so coding up the
 pbuffer stuff will be a temporary measure, with a bit of luck - render
 buffers are platform independent.
 
 Assuming I was to add support, is there a simple test-case? Or do I
 need to build Atlas?
 
 HH
 James
 --
 They are laughing with me, not at me.
 
 
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread Arthur Wiebe
That is wierd. Because of this:

#ifndef _WIN32
#  include SG_GLX_H
#endif

It should only include GLX on Windows.

On Mon, 31 Jan 2005 17:51:34 -0500, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 
 When I went to do a full build of simgear January 27th, I am having a
 problem with the build of RenderTexture.cpp.  I have been unable to
 download newer source since then due to a network problem that  breaks
 CVS on my local network.
 
 Mac OS X doesn't generally support glx.h
 
 If someone has X11 developer sources installed on mac os x, the glx
 file exists on:
 
 /usr/X11R6/include/GL
 
 but I don't think that I should be using that GLX file as I am NOT
 building a version of FG for X, but rather for native mac os x.
 
 Does anyone have any suggestions for how to build simgear/screen
 without requiring GLX? (I tried explicitly giving --without-x during
 configure but it didn't seem to help).
 
 The first error message is:
 
 g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
 -DGLX_GLXEXT_PROTOTYPES
 -I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT
 -c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo
 './'`RenderTexture.cpp
 In file included from RenderTexture.cpp:58:
 ../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file
 or directory
 
 .. followed by these errors
 
 In file included from RenderTexture.cpp:58:
 ../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used
 as a
 type, but is not defined as a type.
 ../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used
 as a
 type, but is not defined as a type.
 ../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used
 as a
 type, but is not defined as a type.
 ../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used
 as a
 type, but is not defined as a type.
 RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const
 char*)':
 RenderTexture.cpp:127: error: class `RenderTexture' does not have any
 field
 named `_hGLContext'
 RenderTexture.cpp:128: error: class `RenderTexture' does not have any
 field
 named `_hPBuffer'
   .. and so on
 
 Sorry, I seem especially clueless lately. 8-(
 TIA for any help!
 
 Best regards,
 
 Ima
 
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread Adam Dershowitz
Don't you mean it should not include it with Windows?
Since it is #ifndef not #ifdef?


-- Adam




 From: Arthur Wiebe [EMAIL PROTECTED]
 Reply-To: FlightGear developers discussions flightgear-devel@flightgear.org
 Date: Mon, 31 Jan 2005 18:46:07 -0500
 To: FlightGear developers discussions flightgear-devel@flightgear.org
 Subject: Re: [Flightgear-devel] Mac os x simgear build break with
 RenderTexture.cpp
 
 That is wierd. Because of this:
 
 #ifndef _WIN32
 #  include SG_GLX_H
 #endif
 
 It should only include GLX on Windows.
 
 On Mon, 31 Jan 2005 17:51:34 -0500, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
 
 When I went to do a full build of simgear January 27th, I am having a
 problem with the build of RenderTexture.cpp.  I have been unable to
 download newer source since then due to a network problem that  breaks
 CVS on my local network.
 
 Mac OS X doesn't generally support glx.h
 
 If someone has X11 developer sources installed on mac os x, the glx
 file exists on:
 
 /usr/X11R6/include/GL
 
 but I don't think that I should be using that GLX file as I am NOT
 building a version of FG for X, but rather for native mac os x.
 
 Does anyone have any suggestions for how to build simgear/screen
 without requiring GLX? (I tried explicitly giving --without-x during
 configure but it didn't seem to help).
 
 The first error message is:
 
 g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
 -DGLX_GLXEXT_PROTOTYPES
 -I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT
 -c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo
 './'`RenderTexture.cpp
 In file included from RenderTexture.cpp:58:
 ../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file
 or directory
 
 .. followed by these errors
 
 In file included from RenderTexture.cpp:58:
 ../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used
 as a
 type, but is not defined as a type.
 ../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used
 as a
 type, but is not defined as a type.
 ../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used
 as a
 type, but is not defined as a type.
 ../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used
 as a
 type, but is not defined as a type.
 RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const
 char*)':
 RenderTexture.cpp:127: error: class `RenderTexture' does not have any
 field
 named `_hGLContext'
 RenderTexture.cpp:128: error: class `RenderTexture' does not have any
 field
 named `_hPBuffer'
   .. and so on
 
 Sorry, I seem especially clueless lately. 8-(
 TIA for any help!
 
 Best regards,
 
 Ima
 
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread Arthur Wiebe
That's what happens when you don't read the whole thing. :)


On Mon, 31 Jan 2005 16:03:25 -0800, Adam Dershowitz
[EMAIL PROTECTED] wrote:
 Don't you mean it should not include it with Windows?
 Since it is #ifndef not #ifdef?
 
 -- Adam
 
  From: Arthur Wiebe [EMAIL PROTECTED]
  Reply-To: FlightGear developers discussions 
  flightgear-devel@flightgear.org
  Date: Mon, 31 Jan 2005 18:46:07 -0500
  To: FlightGear developers discussions flightgear-devel@flightgear.org
  Subject: Re: [Flightgear-devel] Mac os x simgear build break with
  RenderTexture.cpp
 
  That is wierd. Because of this:
 
  #ifndef _WIN32
  #  include SG_GLX_H
  #endif
 
  It should only include GLX on Windows.
 
  On Mon, 31 Jan 2005 17:51:34 -0500, [EMAIL PROTECTED]
  [EMAIL PROTECTED] wrote:
 
  When I went to do a full build of simgear January 27th, I am having a
  problem with the build of RenderTexture.cpp.  I have been unable to
  download newer source since then due to a network problem that  breaks
  CVS on my local network.
 
  Mac OS X doesn't generally support glx.h
 
  If someone has X11 developer sources installed on mac os x, the glx
  file exists on:
 
  /usr/X11R6/include/GL
 
  but I don't think that I should be using that GLX file as I am NOT
  building a version of FG for X, but rather for native mac os x.
 
  Does anyone have any suggestions for how to build simgear/screen
  without requiring GLX? (I tried explicitly giving --without-x during
  configure but it didn't seem to help).
 
  The first error message is:
 
  g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
  -DGLX_GLXEXT_PROTOTYPES
  -I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT
  -c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo
  './'`RenderTexture.cpp
  In file included from RenderTexture.cpp:58:
  ../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file
  or directory
 
  .. followed by these errors
 
  In file included from RenderTexture.cpp:58:
  ../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used
  as a
  type, but is not defined as a type.
  ../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used
  as a
  type, but is not defined as a type.
  ../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used
  as a
  type, but is not defined as a type.
  ../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used
  as a
  type, but is not defined as a type.
  RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const
  char*)':
  RenderTexture.cpp:127: error: class `RenderTexture' does not have any
  field
  named `_hGLContext'
  RenderTexture.cpp:128: error: class `RenderTexture' does not have any
  field
  named `_hPBuffer'
.. and so on
 
  Sorry, I seem especially clueless lately. 8-(
  TIA for any help!
 
  Best regards,
 
  Ima
 
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