Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 -- Whenever a friend succeeds, a little something in me dies. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 This message has been checked for viruses but the contents of an attachment may still contain software viruses, which could damage your computer system: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d -- Arthur/ - http://artooro.blogspot.com (Weblog) - http://machcms.sourceforge.net (MachCMS Project) - http://acalproj.sourceforge.net (Calendar Project) ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d -- Arthur/ - http://artooro.blogspot.com (Weblog) - http://machcms.sourceforge.net (MachCMS Project) - http://acalproj.sourceforge.net (Calendar Project) ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d -- Arthur/ - http://artooro.blogspot.com (Weblog) - http://machcms.sourceforge.net (MachCMS Project) - http://acalproj.sourceforge.net (Calendar Project) ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d -- Arthur/ - http://artooro.blogspot.com (Weblog) - http://machcms.sourceforge.net (MachCMS Project) - http://acalproj.sourceforge.net (Calendar Project) ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d