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()
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_
>
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
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
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
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
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:
>>
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
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
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
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
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