[osg-users] force fixed function pipeline

2014-02-07 Thread Daniel Schmid
Hi Robert and all I have a main shader for my scene graph. Then I have some parts of my loaded models that I want to explicitely render with the fixed-function-pipeline (FFP). In osg 3.1.5 I was able to modify a particular stateset by writing

Re: [osg-users] force fixed function pipeline

2014-02-07 Thread Trajce Nikolov NICK
HI Daniel, you can set an empty Program in the stateset instead of disabling it. This way the subgraph will be rendered using the fixed pipe-line. Like stateset-setAttributeAndModes( new osg::Program, on, override, whatever ) Nick On Fri, Feb 7, 2014 at 1:14 PM, Daniel Schmid

Re: [osg-users] force fixed function pipeline

2014-02-07 Thread Daniel Schmid
I know setting an empty program is the way this used to be done. And it seemed to work for some time. But in my case it doens't. In the apply method of osg::Program, a call to glUseProgram(0) is issued when the program object is empty. According to

Re: [osg-users] Fixed-function multi-texturing

2014-02-07 Thread Daniel Schmid
As far as I know, NVIDIA for instance left the Maximum number of multitexturing Units for the fixed function Pipeline at 4 also for more current Cards and Driver Versions. They say that for more textures you have to use shaders. I had the same issues a couple of weeks ago and had to Switch to

[osg-users] Hints on Collada problem.

2014-02-07 Thread Bengt Gustafsson
As I wrote before I can't get the collada plugin to work. When it loads windows complains about missing entry point. Now, in my peril, I thought that I would go directly to ColladaDOM to get my terrain tiles out. Luckily, I thought, I already have the ColladaDOM precompiled with the OSG

[osg-users] Building for GL3 - need your input

2014-02-07 Thread Paul Martz
Hi all -- There's been a long-standing issue related to building OSG for OpenGL3 on Windows, and that is the need to manually edit the CMAKE_CXX_FLAGS variable to add the include path /I for wherever you have placed the gl3.h (or glcorearb.h) header file. This is a problem because it requires use

Re: [osg-users] Building for GL3 - need your input

2014-02-07 Thread Robert Osfield
Hi Paul et. al, Perhaps another, controversial, route could be to embed the official headers within the OSG headers. I'm open to suggestions as it's presently a bit of mess with various versions of GL headers being renamed as versions have come and gone. Robert. On 7 February 2014 16:41, Paul

Re: [osg-users] Building for GL3 - need your input

2014-02-07 Thread Paul Martz
Hi Robert -- I have another, simpler, option to the cmake issue, and that is for me to just add the include path to Visual Studio's include paths. Then, the only change I'd want to submit, would be to change GL3/gl3.h to gl/glcorearb.h, and unless I hear otherwise, I'd do that for Windows only.

[osg-users] Unresolved symbol

2014-02-07 Thread Paul Martz
Hi Robert -- I'm getting this linkger error from the osgGA serializer with svn trunk. 3Widget.obj : error LNK2019: unresolved external symbol public: __cdecl osgGA::Widget::Widget(void) (??0Widget@osgGA@@QEAA@XZ) referenced in function class osg::Object * __cdecl