Re: [osg-users] GL profiles issues on Windows

2018-09-06 Thread Riccardo Corsi
Sorry Robert, at the moment I can only test on Win and Mac, but the second is not a candidate as it requires GL Core profile. On Thu, Sep 6, 2018 at 6:05 PM Robert Osfield wrote: > Hi Riccardo, > > On Thu, 6 Sep 2018 at 16:43, Riccardo Corsi > wrote: > > I tried adding the setShaderHint()

Re: [osg-users] GL profiles issues on Windows

2018-09-06 Thread Robert Osfield
Hi Riccardo, On Thu, 6 Sep 2018 at 16:43, Riccardo Corsi wrote: > I tried adding the setShaderHint() line but things get a bit worse - alpha > issue still there and not text at all, see attached screenshot. > > I get display errors also in my other HUD contents where I actually use gl_ >

Re: [osg-users] GL profiles issues on Windows

2018-09-06 Thread Riccardo Corsi
Hi Robert, I tried adding the setShaderHint() line but things get a bit worse - alpha issue still there and not text at all, see attached screenshot. I get display errors also in my other HUD contents where I actually use gl_ builtins so your guess might be right, but unfortunately adding the

Re: [osg-users] GL profiles issues on Windows

2018-09-06 Thread Robert Osfield
Hi Ricardo, On Thu, 6 Sep 2018 at 10:49, Riccardo Corsi wrote: > good guess! I've enabled the aliasing and my shaders works now with osg > default build! > With this configuration there is still a side effect though: something is > wrong with alpha settings for HUD cameras. > See attached

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Robert Osfield
Hi Riccardo, On Wed, 5 Sep 2018 at 15:56, Riccardo Corsi wrote: > I've rebuilt osg as suggested by Robert and still getting no GL errors but > nothing shows up. > To sum it up, running a test app which only uses libA (which addresses only > GL3 functions and shaders version 150) > under

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Riccardo Corsi
Hi all, I've rebuilt osg as suggested by Robert and still getting no GL errors but nothing shows up. To sum it up, running a test app which only uses libA (which addresses only GL3 functions and shaders version 150) under windows: - if I link my code to OSG built with GLCORE profile everything

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Werner Modenbach
Hi Robert, I thin k Riccardo wants to use both libs (libA glcore, linB non glcore) in the same app on Windows. In my understanding this is not possible at all. - Werner - Am 05.09.2018 um 11:36 schrieb Robert Osfield: > Hi Riccardo, > > On Wed, 5 Sep 2018 at 10:23, Riccardo Corsi > wrote: >>

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Robert Osfield
Hi Riccardo, On Wed, 5 Sep 2018 at 10:23, Riccardo Corsi wrote: > Now what I'd like to do (on Win only) is to use libA and libB together. > To do so I expected it was enough to add the OSG_GL3_AVAILABLE flag to build > OSG and to request a Compatibility GL context. > What happens instead is

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Riccardo Corsi
Hi Robert, thanks for your reply but I probably didn't explain clearly my issue. Say I have: - libA (using only GL Core features, because I want to use this lib also on Mac) - libB (using also GL 2.x features, target Win only) If I compile and use only libA against osg built with GLCORE

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Robert Osfield
Hi Riccardo, The OSG_GL*_AVAILABLE flags are the lower level switches, if you want a core profile with none of the fixed funcion pipeline then the OSG_GL1 + GL2_AVAILABLE will need to be OFF. There are other controls as well. The best way to get everything set correct is to run CMake with

[osg-users] GL profiles issues on Windows

2018-09-04 Thread Riccardo Corsi
Hi all, I have some osg-based libraries that are addressing only GL3+ Core profile functionalities, as I need them to work on Mac. Now on Windows, I expected them to work just by compiling osg with the OSG_GL3_AVAILABLE flag. What happens instead is: - if I build osg with GL core profile (no GL