Re: [osg-users] opengl version and graphics card

2020-02-15 Thread OpenSceneGraph Users
thank you sir, i wish, i will also become a good osg programmer with your all guidances. i hope, you people are helping me to become a osg programmer. thank you for ur responces On Sat, Feb 15, 2020 at 4:50 PM Robert Osfield wrote: > Hi Nagendra? > > On Saturday, 15 February 2020

Re: [osg-users] opengl version and graphics card

2020-02-15 Thread OpenSceneGraph Users
Hi Nagendra? On Saturday, 15 February 2020 05:37:53 UTC, Nagendra Babu Yeruva wrote: > > hii... > i am new to opengl and openscenegraph. i am doing mtech in avionics stream. > my mtech project is related to aircraft HUD symbology and Terrain creation > and terrain rendering. > > in my computer

[osg-users] opengl version and graphics card

2020-02-14 Thread OpenSceneGraph Users
hii... i am new to opengl and openscenegraph. i am doing mtech in avionics stream. my mtech project is related to aircraft HUD symbology and Terrain creation and terrain rendering. in my computer the opengl version is 1.1 how can i upgrade this version and is it depends on os or graphics card.

[osg-users] OpenGL 4.4 and ARB_buffer_storage

2019-11-05 Thread Trajce Nikolov NICK
Hi Community, I am trying to implement 4.4 Persistent Mapping Streaming, within the context of OSG. Bellow is from the spec. I am struggling at the moment with making the buffer object sections, with the current OSG implementation and not sure if it is possible so I am asking here for hints if

Re: [osg-users] OpenGL Error 'invalid value' when using osg::LineWidth

2019-06-27 Thread Voerman, L.
Hi Brett, if getHandle()->getLineWidth() returns 0 or a negative value that would explain all. Can you write out the problematic node to an osg file and see if the invalid value error occurs in the osgviewer as well? That would help to narrow down the options. Laurens. On Thu, Jun 27, 2019 at

[osg-users] OpenGL Error 'invalid value' when using osg::LineWidth

2019-06-26 Thread Brett Sackstein
Hello, I'm using osg and osgEarth to create a program. I try to draw a path that follows another node in the scene such that when I set its position, I add an additional GL_POINT vertex and a pair of LINE_STRIP vertices for a new anchor point for two geodes. However, I'm constantly being

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2019-01-07 Thread Chris Hanson
Well, it's hard to say because I don't really know how you are doing it now, but it seems to me like you're spending a lot of effort rotating and positioning each text element individually. Normally, I don't go through that process. Normally, I make a hierarchy of a few groups, each with various

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2019-01-06 Thread Nebi Sarikaya
Hi Chris; Can you be more specific on "I usually put all of the text and HUD elements into a group and position them relative to the group and then rotate and shift that group. All the sub-children will rotate properly. " ? Thank you! Cheers, Nebi -- Read this topic online

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-30 Thread Chris Hanson
I'm not totally clear on how you're doing things, but I think it's probably more cumbersome than it should be. I usually put all of the text and HUD elements into a group and position them relative to the group and then rotate and shift that group. All the sub-children will rotate properly. On

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-24 Thread Nebi Sarikaya
Chris, Thank you for your interest and answer. I need glPushMatrix and glPopMatrix since as you may see on the screenshot some of the drawings are static on the other hand positions of some of the drawings dinamically change. Know I need to put text inside the boxes and next to the pitch

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-24 Thread Chris Hanson
You are doing two PushMatrix operations per draw call, but you never PopMatrix, so the OpenGL matrix stack gets more and more full and eventually overflows. At this point, functionally, you can either add two PopMatrix calls somewhere at the end of the draw function, or if you don't need the

[osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2018-12-23 Thread Nebi Sarikaya
Hi, I am trying to draw lines on the screen. And I am trying to use pure openGL to draw lines.The lines can be drawn on the screen. But I get openGL error 'stack overflow' at after RenderBin::draw(..) message. My code is below: Code: void draw::drawImplementation(osg::RenderInfo& renderInfo)

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-20 Thread Grigoriy Mylnikov
Thank you, it works. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75222#75222 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-20 Thread Chris Hanson
http://alphapixel.com/faqs/ src\osgUtil\SceneView.cpp(422): osg::Uniform* uniform = _localStateSet->getOrCreateUniform(“osg_ViewMatrix”,osg::Uniform::FLOAT_MAT4); src\osgUtil\SceneView.cpp(428): osg::Uniform* uniform =

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-20 Thread Grigoriy Mylnikov
Hi, One more question. If I use gl_ModelViewMatrix in shaders to transform Light position, it gets transformed by both camera matrix and current node's matrix, that is not right. Is there some build-in OSG uniform that holds only camera matrix or only model matrix? Or I should compute it and

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-19 Thread Chris Hanson
Let me check with Thomas. On Mon, Nov 19, 2018 at 5:46 PM Grigoriy Mylnikov wrote: > At the moment, I implemented ShaderLight class that extends osg::Light and > allows to use several point lights with per-pixel lighting (using my > shaders). It works on android emulator. > > I'm not sure about

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-19 Thread Grigoriy Mylnikov
At the moment, I implemented ShaderLight class that extends osg::Light and allows to use several point lights with per-pixel lighting (using my shaders). It works on android emulator. I'm not sure about where is a best place to add that lights' uniforms to scene graph (e.g.

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-18 Thread Grigoriy Mylnikov
I tried to use osgUtil/ShaderGen. As far as I understand, it does not supports GLES2/3: it references gl_LightSource, gl_FrontLightProduct etc. in shader code, and I could not find such uniforms created. Also, it assumes only one light source. Maybe there is some more advanced version of

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-16 Thread Grigoriy Mylnikov
After some trial and errors, I managed to do it in shader. But this means one redundant matrix multiplication per each vertex. Isn't it more effective to compute it once per frame on cpu side? What's the purpose of state.getModelViewMatrix()? I expected to get a camera*model matrix there. Or

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-16 Thread Werner Modenbach
Hi Grigoriy, why don't you do the multiply in the shader like you do with gl_vertex? - Werner - Am 16.11.2018 um 12:29 schrieb Grigoriy Mylnikov: > Sorry for delayed reply. > > My goal is to open and display .osgt files on android the same way they can > be opened on desktop. This includes

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-16 Thread Grigoriy Mylnikov
Sorry for delayed reply. My goal is to open and display .osgt files on android the same way they can be opened on desktop. This includes using several lights inside a model, both directional and point lights. I have some progress with writing shaders, but I have troubles with understanding

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-12 Thread Chris Hanson
I think the osgUtil/ShaderGen code might be GLES2 compatible now. Try running it on your model, and dump the shader that it creates to see if it's creating Uniforms for lighting or not. It might or might not be using the osg::Light as a basis. Do you HAVE to use osg::Light or could you get by

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-12 Thread Grigoriy Mylnikov
Hi, Is this issue solved in OSG somehow? I need to use some basic lighting on Android (GLESv3). It should use parameters from osg::Light. Are there any ready-made solutions? if not, where can I get some shaders/shader generator to start with? I'm new in shaders. Thank you! Cheers, Grigoriy

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-22 Thread Riccardo Corsi
Hi Robert, yes, it's single context, single thread, all GL calls are done by osg and osgOculusViewer in the various camera draw callbacks. On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield wrote: > Hi Riccardo, > > On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi > wrote: > >> I've tracked the issue

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-19 Thread Robert Osfield
Hi Riccardo, On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi wrote: > I've tracked the issue down to the fact that it is necessary to call > viewer.setReleaseContextAtEndOfFrameHint(false); > for the Oculus to work properly. > Is it running single context, single threading and then using GL calls

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-19 Thread Riccardo Corsi
I've tracked the issue down to the fact that it is necessary to call viewer.setReleaseContextAtEndOfFrameHint(false); for the Oculus to work properly. Thanks, Riccardo On Wed, Oct 17, 2018 at 2:33 PM Robert Osfield wrote: > On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi > wrote: > >> the

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi wrote: > the error I've reported is what I get with the env var already ON. > Unfortunately it doesn't add any more details. > Try adding GL checks around any of the Oculus related code. Robert. ___

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi Robert, the error I've reported is what I get with the env var already ON. Unfortunately it doesn't add any more details. Riccardo On Wed, Oct 17, 2018 at 12:56 PM Robert Osfield wrote: > Hi Riccardo, > > The OSG doesn't do fine grained GL error checking by default so when it > does check

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
Hi Riccardo, The OSG doesn't do fine grained GL error checking by default so when it does check for a GL error this error may have occurred many GL operations before, so while the error may have been reported just after a viewport is set it could well be prior operations that are the cause. You

[osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi all, when using my application with the Oculus I get the following GL error at every frame: *Warning: detected OpenGL error 'invalid operation' after applying attribute Viewport * This error is coming from the call RenderStage::drawImplementation()

Re: [osg-users] OpenGL function does not return on Titan Xp

2018-06-11 Thread Voerman, L.
Hi Lionel, as this seems to be a driver issue, the operating system and driver version info would be useful to compare. Regards, Laurens. On Mon, Jun 11, 2018 at 3:01 PM, Lionel Lagarde wrote: > Hi, > > We have a set of products based on OSG that run well on common hardware. > > Recently a

[osg-users] OpenGL function does not return on Titan Xp

2018-06-11 Thread Lionel Lagarde
Hi, We have a set of products based on OSG that run well on common hardware. Recently a customer bought a NVidia Titan Xp. Our software do not work on this graphics card. The software do not crash, it stop responding to any event. The software is always stuck in the middle of a glGenTexture

Re: [osg-users] OpenGL

2017-07-24 Thread David Heitbrink
yes this is possible, but I am afraid its likely not going to be simple, depending on how much integration between the two you are looking for. Most likely the easiest path for you is to just create a OSG program, and create your python program, and use sockets

Re: [osg-users] OpenGL

2017-07-05 Thread Alberto Luaces
"Mottaghi, Arman" writes: > Hi all, > > I have a general question. I’ve googled this before, but I haven’t had > any luck. I am new to programming world, so I decided to give it a > shot on this forum/mailing list. > > I have a program written in C++ and it uses OSG and OpenGL for its > visual

Re: [osg-users] OpenGL warning

2017-05-25 Thread Alberto Luaces
"Qiaokun Lefei" writes: > Hi, > > I always come across this warning "Warning: detected OpenGL error > 'invalid operation' after RenderBin::draw(..)" in my osg project. Mybe > it's just the problem of the driver. I want to know how to make this > warning disappear or just shield it. Hi Qiaokun,

[osg-users] OpenGL warning

2017-05-24 Thread Qiaokun Lefei
Hi, I always come across this warning "Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(..)" in my osg project. Mybe it's just the problem of the driver. I want to know how to make this warning disappear or just shield it. Thank you! Cheers, Qiaokun

Re: [osg-users] OpenGL error when using TextureBuffer

2017-05-22 Thread Glenn Waldron
When using an osg::TextureBuffer, be sure to call setTextureAttribute(...) instead of setTextureAttributeAndModes(...). Glenn Waldron On Mon, May 22, 2017 at 9:40 AM, Marius Dransfeld < marius.dransf...@gmail.com> wrote: > Hi, > > I'm getting the following error when using osg::TextureBuffer

[osg-users] OpenGL error when using TextureBuffer

2017-05-22 Thread Marius Dransfeld
Hi, I'm getting the following error when using osg::TextureBuffer (current OSG git): Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0x8c2a According to CodeXL this occurs because glEnable(GL_TEXTURE_BUFFER) is called. Looks like this is a bug in OSG? Thank you!

Re: [osg-users] OpenGL Support in Windows Remote Desktop Protocol

2016-09-29 Thread Alberto Luaces
Robert Osfield writes: > On 29 September 2016 at 10:32, Alberto Luaces wrote: >> I was precisely searching yesterday in the OSG examples directory to seee >> if there were any program printing the detected GL characteristics >> (similar to what glxinfo does on linux), but found none so far. > >

Re: [osg-users] OpenGL Support in Windows Remote Desktop Protocol

2016-09-29 Thread Robert Osfield
On 29 September 2016 at 10:32, Alberto Luaces wrote: > I was precisely searching yesterday in the OSG examples directory to seee > if there were any program printing the detected GL characteristics > (similar to what glxinfo does on linux), but found none so far. If you set the

Re: [osg-users] OpenGL Support in Windows Remote Desktop Protocol

2016-09-29 Thread Alberto Luaces
Alistair Baxter writes: > I’ve just discovered that my Windows 10 (Version 1511, last year’s > November Update) desktop machine now supports OpenGL 4.5 over RDP! > > Apparently this has been in the pipeline for some time, but the only > official word about it has been this post on an MS sysadmin

[osg-users] OpenGL Support in Windows Remote Desktop Protocol

2016-09-28 Thread Alistair Baxter
I've just discovered that my Windows 10 (Version 1511, last year's November Update) desktop machine now supports OpenGL 4.5 over RDP! Apparently this has been in the pipeline for some time, but the only official word about it has been this post on an MS sysadmin blog with regard to a preview

Re: [osg-users] OpenGL CoreProfile / error in on OS X

2016-05-06 Thread Florent Berthaut
Hi all, Any feedback on that issue ? Is there something I need to change in my code to get OpenGL > 3 with OpenSceneGraph on OS X ? Regards, Florent Le 28/04/2016 18:21, Florent Berthaut a écrit : Hi all, I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X. I first

[osg-users] OpenGL CoreProfile / error in on OS X

2016-04-28 Thread Florent Berthaut
Hi all, I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X. I first installed OSG with Macports. However the glsl shaders do not compile with anything above version 110, whereas i need at least version 3 and when available 4.2 (for image load store features). I saw this post,

[osg-users] OpenGL jobs

2016-01-22 Thread Chris Hanson
In the last week I've had a couple of different companies contact me about recruiting for OpenGL-centric jobs in the US. I have a few people already in mind, but I figured I'd spread the net a little wider in case they aren't the right candidates. These aren't entry level, and we all know

Re: [osg-users] OpenGL OSG Rendering 19 tessellation + LOD + tiles

2015-08-05 Thread valerian merkling
Really nice ! It's seems to get all that I need. Thank a lot ! valerian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64624#64624 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL OSG Rendering 19 tessellation + LOD + tiles

2015-08-04 Thread Trajce Nikolov NICK
Hi Valerian, I use for such purpose the osgEarth project ... It is OSG based Nick On Tue, Aug 4, 2015 at 5:05 PM, valerian merkling val.merkl...@gmail.com wrote: Hi, To make it short (and cause my english is not good enough), there is a youtube video called OpenGL OSG Rendering 19

[osg-users] OpenGL OSG Rendering 19 tessellation + LOD + tiles

2015-08-04 Thread valerian merkling
Hi, To make it short (and cause my english is not good enough), there is a youtube video called OpenGL OSG Rendering 19 tessellation + LOD + tiles that show exactly what I need (but i cannot post links yet) I need to make the same : - map - with elevation - resolution of both changing with

Re: [osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-20 Thread Elias Tarasov
That would be great if you contact osgHimmel authors :) Meanwhile of course i try to fix it by myself. ... Thank you! Cheers, Elias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64368#64368 ___

Re: [osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-20 Thread Sebastian Messerschmidt
Hi Elias, First of all, please try to condense the error logs to a minimum when posting them. (and maybe attach them if you think someone wants to read them ;-)) Hi! 1. /snip 0(5) : error C0204: version directive must be first statement and may not be repeated Where is this line of

Re: [osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-20 Thread Sebastian Messerschmidt
Am 20.07.2015 um 09:42 schrieb Elias Tarasov: That would be great if you contact osgHimmel authors :) Meanwhile of course i try to fix it by myself. Can't you do this yourself? I can delay some information to them or explain what might be the problem, but you should establish the contact

Re: [osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-20 Thread Elias Tarasov
Fixed! :) The solution (in that particular case) is straightforward. The code: Code: const std::string glsl_version_150() { static const std::string source(PRAGMA_ONCE(version,#version 150 compatibility\n\n)); return source; }; must be replaced by: Code: const std::string

Re: [osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-19 Thread Elias Tarasov
Hi! 1. /snip 0(5) : error C0204: version directive must be first statement and may not be repeated Where is this line of code? Inside your code? No, that line is in osgHimmel code. 2. Have you tried to comment out the line above? Yes, and in this case the error

Re: [osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-19 Thread Sebastian Messerschmidt
Am 18.07.2015 um 16:32 schrieb Elias Tarasov: Hello! GPU: nVidia 540M Driver: 353.30 OpenGL version: 4.3. OS Windows 7 I intend to use osgHimmel library in my project. However, when i run the app, i get the shader's compile error: Atmopshere Precomputed (took 7.95881 s) Warning, can't assign

[osg-users] OpenGL Shader Compile Problem: repeated #version directive

2015-07-18 Thread Elias Tarasov
Hello! GPU: nVidia 540M Driver: 353.30 OpenGL version: 4.3. OS Windows 7 I intend to use osgHimmel library in my project. However, when i run the app, i get the shader's compile error: Atmopshere Precomputed (took 7.95881 s) Warning, can't assign attribute binding as no has been array assigned

Re: [osg-users] OpenGL ES 2.0 can not load texture of model, OpenGL ES 1.0 can load smoothly

2014-11-09 Thread Liu Xiao
Hi Xia, I also met this problem, will please provide the details of how you solve this problem? Thank you! xiaqingran wrote: Hi, I have solved this. Thanks everyone. ... Thank you! Cheers, Xia -- Read this topic online here:

Re: [osg-users] OpenGL ES 2.0 can not load texture of model, OpenGL ES 1.0 can load smoothly

2014-10-09 Thread Xia Qingran
Hi, I have solved this. Thanks everyone. ... Thank you! Cheers, Xia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61270#61270 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] OpenGL ES 2.0 can not load texture of model, OpenGL ES 1.0 can load smoothly

2014-10-03 Thread Xia Qingran
Hi, I have built the osgAndroidExampleGLES2 of examples and installed the apk on my Android phone. It can not load the model's texutre. But the osgAndroidExampleGLES1 can load the texture smoothly. I built the osg from the stable release 3.2.1 on windows7 x64 box with cygwin and Android

Re: [osg-users] OpenGL error 'invalid operation' when adding 'unsigned int' Uniform

2014-09-15 Thread Sebastian Messerschmidt
Hi Selmar, The type of the Sampler uniform must be _int_. If you change it, it should work as expected. (usually the OpenGL are signed and float-precision by default) Cheers Sebastian Hi, I encountered something peculiar. Everything seems to work fine, though. I get the following warning

[osg-users] OpenGL error 'invalid operation' when adding 'unsigned int' Uniform

2014-09-14 Thread Selmar Kok
Hi, I encountered something peculiar. Everything seems to work fine, though. I get the following warning message: Warning: detected OpenGL error 'invalid operation' at After Renderer::compile Investigating the issue (and stripping it down somewhat), I found that the error message

Re: [osg-users] OpenGL NG: thoughts?

2014-08-13 Thread Alistair Baxter
I think a key issue with OpenGL 3 was that it implemented Cool New Stuff, but froze out people from integrating that with the code they'd already written. OpenGL NG seems to be about just more efficient access to and control of the same old stuff. If there is any new stuff, then for a while, I

Re: [osg-users] OpenGL NG: thoughts?

2014-08-12 Thread Paul Martz
I like the idea of revamping the OpenGL API. In fact, I liked that idea when it was originally proposed in 2007 as OpenGL 3. Unfortunately, most other developers did not like what Khronos and the ARB put forth in that design. It was not well-received. The final OpenGL v3.0 spec came out a year

Re: [osg-users] OpenGL NG: thoughts?

2014-08-12 Thread Robert Osfield
Hi Ethan, Paul, et. al. Having been around OpenGL for a long time and seen various claims of revamp come and go I'm inclined to like wait and see what happens. The only certainty will be that it'd be yet another API that hardware and software vendors will need to support. It only really helps

Re: [osg-users] OpenGL NG: thoughts?

2014-08-12 Thread Chris Hanson
I will merely throw in secondary comments because Paul and Robert have said many of the major points. I welcome our new direct-state overlords. I think OpenGL NG could be a great idea. Apple and AMD have clearly seen the light with their own Mantle and Metal efforts and Microsoft has been pushing

[osg-users] OpenGL NG: thoughts?

2014-08-11 Thread Ethan Fahy
OpenGL NG was announced today and is a complete API break. It's not clear what the timeframe is on this project, but it does seem like a big deal long-term with major implications for OSG. I'd be curious to hear any opinions on this development from the OSG community.

[osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Boon Wah
Hi, I managed to compile OSG 3.2 with GL3.h header. In CMAKE, I have checked only OSG_GL3_AVAILABLE . However, when I run osgviewer.exe cow.osg, I get the following problem. Warning: TexGen::apply(State) - not supported. Warning: Material::apply(State) - not supported.

Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Sebastian Messerschmidt
Hi Boon, This topic has been discussed before. It boils down to the fact, that Materials/TexGen are fixed function pipeline features. So they are disabled with GL3. Long story short: Materials are not support, neither is TexGen. You will have to write your own shaders and define materials via

Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Alistair Baxter
If you're only running on Windows, you'd be just as well not trying to build an OpenGL 3 core profile version of OSG, since by default it will use the most up-to-date version of OpenGL your card supports (probably 4.something), with the compatibility profile. That way you can get all of the

Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Boon Wah
Hi, Noted with thanks! Thank you! Cheers, Boon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58674#58674 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Paul Martz
Unless, of course, you're actually trying to create a modern application. Then you really do want core profile and must build OSG for GL3. Otherwise, deprecated OpenGL usage will inevitably creep into your app code. The OSG warnings in the OP's post really do serve a purpose. They alert you to

Re: [osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2

2014-02-25 Thread Karim Elessawy
Hi, Add the folloing in your .pro file DEFINES += QT_NO_OPENGL If you are using VS add in, then add QT_NO_OPENGL to your preprocessor defines Hope this helps ... Thank you! Cheers, Karim -- Read this topic online here:

Re: [osg-users] OpenGL 4 support

2013-08-01 Thread Alistair Baxter
Am i missing something here or is it a real pain to get GL3+ working with OSG? How does OSG support OpenGL 4.2 (as mentioned on the website) if it isn't in sync with the glcorearb.h file and is still looking for gl3.h? In order to build osg for Windows with OpenGL 3.x features, I needed

Re: [osg-users] OpenGL 4 support

2013-08-01 Thread Robert Osfield
Hi Roger, Are you wanting to just use some OpenGL 4.x with the compatibility profile or do you want to core profile and avoid all the fuxed function pipeline? The OSG itself defines missing parts of various GL extensions that aren't available in gl.h headers, including handling of MS's OpenGL

Re: [osg-users] OpenGL 4 support

2013-08-01 Thread Paul Martz
If you don't build OSG with the GL3_AVAILABLE CMake flag, then OSG supports GL3 and GL4 functionality via a GL 2.1 context and the OpenGL extension interface. Selecting the GL3_AVAILABLE flag allows you to open GL3/4 contexts. This functionality was added in the OSG 2.9.x series. To my knowledge,

Re: [osg-users] OpenGL 4 support

2013-08-01 Thread Roger Floydman
Hi Robert, I would like to use some of the OpenGL 4.x features with the compatibility profile. To do that, do i need to use the setGLExtensionFuncPtr method to get access to the GL funtions i wish to use? (E.g. glGenVertexArrays ) Thanks, Roger robertosfield wrote: Hi Roger, Are you

[osg-users] OpenGL 4 support

2013-07-31 Thread Roger Floydman
Hi, I'd heard lots of good things about OpenSceneGraph so decided to give it a try. On the 'features' page it says OpenGL 1.0 through to OpenGL 4.2, and OpenGL ES 1.1 and 2.0 are supported which is good as i wanted to use 'modern GL techniques' I decided to build from source as i wanted to

[osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2

2013-07-31 Thread Lokesh Kumar
Hi, I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32 compiler after configuring with cmake 2.8.11 on windows 7 (basic). But, in the compilation process i got the following errors :- Code: In file included from

[osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Sergey Kurdakov
Hi Robert, working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK ) with osg 3.2 I have a warning Detected OpenGL error invalid enumerant on this line in State.cpp glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords); ( in following part of code in function void

Re: [osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Robert Osfield
Hi Sergey, You suggested change looks reasonable. Curious that others including myself haven't spotted this error so I can only presume that quite a few GLES implementations do indeed included support for GL_MAX_TEXTURE_COORDS. Once you have the code working cleanly could you post the modified

[osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Sergey Kurdakov
Hi Robert, Once you have the code working cleanly could you post the modified file to osg-submissions. ok, checking now. Regards Sergey On Wed, Jul 31, 2013 at 9:29 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Sergey, You suggested change looks reasonable. Curious that others

[osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2

2013-07-05 Thread Lokesh
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32 compiler after configuring with cmake 2.8.11 on windows 7 (basic). But, in the compilation process i got the following errors :- In file included from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtGui/qopengl.h:55:0,

Re: [osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2

2013-07-05 Thread Jan Ciger
On Fri, Jul 5, 2013 at 1:47 PM, Lokesh lokeshkumar.2...@msit.in wrote: I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32 compiler after configuring with cmake 2.8.11 on windows 7 (basic). But, in the compilation process i got the following errors :- I assume you are not

Re: [osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2

2013-07-05 Thread Jan Ciger
On Fri, Jul 5, 2013 at 1:47 PM, Lokesh lokeshkumar.2...@msit.in wrote: I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32 compiler after configuring with cmake 2.8.11 on windows 7 (basic). But, in the compilation process i got the following errors :- Oh another thing -

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2013-06-28 Thread Robert Osfield
Hi Roman, I'm currently looking through my archives for pending submissions and spotted this post from you, it was never formally addressed as a submission though, is it intended to be merged? Could you get things working under svn/trunk and send me the whole files zipped up to avoid the forum

[osg-users] OpenGL 3.x support

2013-05-30 Thread Sergey Kurdakov
Hi, just for ref https://hogbox.googlecode.com has following code which might be of some use: https://code.google.com/p/hogbox/source/browse/trunk/include/hogbox/HogBoxMaterial.h https://code.google.com/p/hogbox/source/browse/trunk/src/hogbox/HogBoxMaterial.cpp

[osg-users] OpenGL 3.x support

2013-05-27 Thread Sebastian Messerschmidt
Hello folks, What is the current status of the OpenGL 3.x, 4.x support in OSG? I'm asking, because I'm quite unsure if it makes sense to move to the newer Implementations. In detail I'd be interested in the following issues: 1. Handling of Matrices etc. I know of the osg_* uniforms for the

[osg-users] OpenGL ES 2.0 and static libraries - compiler error (bug?)

2013-03-03 Thread Hartwig Wiesmann
Hi, GLStaticLibrary.cpp defines the function void initGLES2ProcAddress(); even if GLES2 is not defined. This leads to some compiling errors because some functions do not exist in OpenGL ES 1. I think initGLES2ProcAddrees() should be surrounded by #ifdef OSG_GLES2_AVAILABLE ... #endif

[osg-users] OpenGL ES 2.0 and shaders

2013-03-02 Thread Hartwig Wiesmann
Hi, it seems to be that OSG creates in ShaderGenCache::createStateSet the shader statement gl_FrontColor = gl_Color; if the state mask is not set. But when using OpenGL ES 2.0 gl_FrontColor does not exist. Is this a bug or am I missing anything? Cheers, Hartwig -- Read this

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-11-02 Thread Roman Grigoriev
Hi, I followed to advice of David Garcia to modify buffer object as he said but it doesn't work on linux. To use forward context we definitly need VAO. Here is my modified versions to support VAO. In submissions there is GraphicsContextX11.cpp to open true 3.1 and up window. Thank you! Cheers,

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Craig Bosma
Robert, Paul, et. al: Has any further discussion or work gone into adding proper VAO support to OSG? I'm interested in contributing if I can, mostly because I'd like to see full 3.2 support for OS X. Craig On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi David,

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Paul Martz
Hi Craig -- as far as I know, no one is using vertex array objects with OSG. I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file loading only, not for rendering. (The external project requires OSG built for GL3 in order to avoid including both gl.h and gl3.h in the

Re: [osg-users] OpenGL ES 2 iOS 5.1 Non power of two textures

2012-09-26 Thread Thomas Hogarth
Hi Guillaume I can confirm NPOT textures work in GLES2. Did you try setting the wrap mode to CLAMP_TO_EDGE Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50319#50319 ___ osg-users mailing

Re: [osg-users] OpenGL ES 2 iOS 5.1 Non power of two textures

2012-09-25 Thread Guillaume Tazé
Hi, I tried to use non power of two textures under iOS 5.1 with OpenGL ES 2 (on Ipad 2) but didn't succeed so far.. Am i missing something ? I'm using this kind of code : texture = new osg::Texture2D(); texture-setImage(0, image); texture-setResizeNonPowerOfTwoHint(false);

Re: [osg-users] OpenGL context and wglGetProcAddress

2012-09-18 Thread Robert Osfield
HI Peterakos, I don't use Windows so can't answer specifically on MS issues, but in general the OpenGL related GetProcAddress functions require a context to be valid for them to work, so perhaps the initialization order of your application has the external widget set being called before a valid

Re: [osg-users] OpenGL context and wglGetProcAddress

2012-09-18 Thread Peterakos
Thank you very much. it worked. I added the init function of the widget toolkit in the callback. thnx again. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] OpenGL context and wglGetProcAddress

2012-09-17 Thread Peterakos
Hello. I am trying to use an external widget library in osg. This library tries to load the opengl functions during initialization using wglGetProcAddress. This procedure works in opengl but not in open scene graph. It fails for functions in gl 1.2 and later. I found this: The Microsoft Windows

Re: [osg-users] Opengl 3

2012-09-12 Thread Peterakos
Hello. I did exactly what's written in comments in osgsimplegl3, except teh CMAKE_CXX_FLAGS thing. I created the solution, built it and worked fine except for 2 projects which concern QT. I managed to ran the osgsimplegl3. The only thing i did with the gl3/gl3.h is to add this path in visual

Re: [osg-users] Opengl 3

2012-09-12 Thread Paul Martz
On 9/12/2012 2:47 AM, Peterakos wrote: Hello. I did exactly what's written in comments in osgsimplegl3, except teh CMAKE_CXX_FLAGS thing. I created the solution, built it and worked fine except for 2 projects which concern QT. So the errors you posted were from OSG's Qt source? Since you

Re: [osg-users] Opengl 3

2012-09-12 Thread Peterakos
Hello These error i posted in my first post gave me a hard time. Even though I tried everything to make them disappear they simple didnt. I even tried to delete the whole OpenScenegraph/build directory and build everything from scratch. But they were still there. After that i deleted everything

Re: [osg-users] Opengl 3

2012-09-11 Thread Peterakos
Hello. In the example you mention the is this text: Add the path to GL3/gl3.h to the CMake compiler flags, CMAKE_CXX_FLAGS and CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other build configurations). The text to add should look something like this: /I “C:\GLHeader” The

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