I'm not sure I understand Pererakos' question, as the errors he was getting
concern deprecated GL1/2 commands such as glLoadMatrixf(), which should not be
part of the OSG build if CMake was properly configured for GL3. I believe his
build is already finding the gl3.h header file.
I suspect he
Hello.
I face a problem trying to compile open scene graph using open gl 3.
I get errors like these:
error C3861: 'glLoadMatrixf': identifier not found
error C3861: 'glMultMatrixf': identifier not found
error C3861: 'glLoadMatrixd': identifier not found
error C3861: 'glMultMatrixd': identifier
On 9/10/2012 10:34 AM, Peterakos wrote:
Hello.
I face a problem trying to compile open scene graph using open gl 3.
I get errors like these:
error C3861: 'glLoadMatrixf': identifier not found
error C3861: 'glMultMatrixf': identifier not found
error C3861: 'glLoadMatrixd': identifier not found
Hello.
How do i change opengl profile between core and compatibility?
Which one is the default that the osg uses ?
thnx.
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On 9/9/2012 4:23 AM, Peterakos wrote:
How do i change opengl profile between core and compatibility?
Which one is the default that the osg uses ?
In GraphicsContext::Traits, these fields are available for you to set:
// settings used in set up of graphics context, only presently
Hi,
I am developing an application for iPhone and iPod touch using OpenSceneGraph.
In origin I written my own shaders and I used to control light using a uniform.
It was working. Now I wanted to switch to use osg::Light and osg::LightSource
because I think it is more object-oriented, but when
Hi John,
You need use your own shaders as GLES2 does not support materials or OpenGL
lighting. AFAIK shader generator to emulate fixed pipeline is a work in
progress, but it's not completed yet.
Cheers.
2012/5/27 John Moore kahar...@gmail.com
Hi,
I am developing an application for iPhone
On Sun, May 27, 2012 at 10:45 AM, John Moore kahar...@gmail.com wrote:
Hi,
I am developing an application for iPhone and iPod touch using
OpenSceneGraph. In origin I written my own shaders and I used to control
light using a uniform. It was working. Now I wanted to switch to use
osg::Light
Hi David,
On 4 March 2012 20:55, David Garcia da...@aimsun.com wrote:
Yes, I think so too. Unfortunately Apple decides that a VAO is required. I
can fill a radar and ask in the developer forums but, for now, what is the
best solution?
The think that we should implement proper VAO support.
I believe the poster in that LWJGL thread is mistaken. Vertex array objects are
not required in a 3.2 core profile context. See the OpenGL 3.2 core profile
spec, which clearly states that a default (ID = 0) vertex array object is used
when the app hasn't explicit bound an app-created VAO.
If
Paul,On Mar 4, 2012, at 20:03 , Paul Martz pma...@skew-matrix.com wrote:I believe the poster in that LWJGL thread is mistaken. Vertex array objects are not required in a 3.2 core profile context. See the OpenGL 3.2 core profile spec, which clearly states that a default (ID = 0) vertex array object
Paul,I cannot help, my knowlenge in GL3 is quite limited. As far as I know Lion implementation is strictly Core profile only and probably OSG is mixing GL3 with older profiles. You can find a bit more information, but not too much, in the Apple Developer forums.My original problem was to use a
Paul,Seems that OSG must use VAO. Look at this message for the same error:http://lwjgl.org/forum/index.php?topic=4071.msg22035#msg22035And then this comment in the next message:"Oups... My Bad. OpenGL 3.2 Core REQUIRES the use of VAOs (not just VBOs...)I added VAO instructions, now It work
I'm assuming you are referring to the shader program info log message:
Validation Failed: No vertex array object bound.
That's a mystery. It doesn't appear on Windows. I find it odd that OS X would
require the use of vertex array objects when you open a 3.x context, but that's
what the
Hi Hartwig,
On 10 October 2011 10:56, Robert Osfield robert.osfi...@gmail.com wrote:
Once you are happy with your solution could please post the full
source code files that you've changed to osg-submissions.
Could you send me the complete files that you have modified so I can
review them? I
Hi Hartwig,
Once you are happy with your solution could please post the full
source code files that you've changed to osg-submissions.
Thanks,
Robert.
On Sat, Oct 8, 2011 at 11:50 AM, Hartwig Wiesmann
hartwig.wiesm...@wanadoo.nl wrote:
Hi,
this is my patch for
Hi,
Texture::applyTexImage2D_load (...) calls in case of mipmapping for
uncompressed images (file Texture.cpp line 1931 of the source code in trunk)
Code:
glTexImage2D( target, 0, _internalFormat,
inwidth, inheight, _borderWidth,
(GLenum)image-getPixelFormat(),
Hi,
just found out that I can also patch
Texture::computeInternalFormatWithImage(const osg::Image) const so that it
returns valid OpenGL ES formats (in case OpenGL ES is used).
Cheers,
Hartwig
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Hi,
this is my patch for Texture::computeInternalFormatWithImage(...) replacing
lines 1435 - 1442:
Code:
// GLES doesn't cope with some internal OpenGL formats so map them to the
appropriate equivalents.
#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
switch
Hi,
DrawElementsUInt::draw(...) tries to draw elements also in OpenGL ES. But in
OpenGL ES glDrawElements(...) does not support GL_UNSIGNED_INT.
Therefore, the class DrawElementsUInt should be disabled for OpenGL ES
applications or all its methods should not do anything but triggering an error
I threw in my two cents and pimped OSG in the Reddit comments.
http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene
On Thu, 2011-06-30 at 10:03 -0600, Chris 'Xenon' Hanson wrote:
I threw in my two cents and pimped OSG in the Reddit comments.
http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/
Another redditor!!! :)
Hi Chris,
I threw in my two cents and pimped OSG in the Reddit comments.
http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/
That was a pretty good write-up, though it stops when things start
getting interesting again.
And I agree with
, June 30, 2011 10:03 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross
stupidity, willful blindness, and simple foolishness.
I threw in my two cents and pimped OSG in the Reddit comments.
http://www.reddit.com/r/programming/comments/icfw3
: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Thursday, June 30, 2011 10:03 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities,
gross stupidity, willful
I'm getting the following warning:
Warning: detected OpenGL error 'invalid operation' at end of
Geometry::drawImplementation().
How do I narrow down what the problem is?
I have OSG_GL_ERROR_CHECKING set to ONCE_PER_ATTRIBUTE.
I only started seeing this warning when I switch from 260.19.21 of
Hi Paul,
I can try this tomorrow at work as I have a quadro there.
When you say you don't get the error using pure osgOcean code do you mean
the ocean example?
Regards,
Kim.
On 1 June 2011 17:04, Paul Palumbo paul1...@yahoo.com wrote:
I'm getting the following warning:
Warning: detected
Correct... When I use the osgExample code with --vbo (and even without --vbo),
I get no errors. However, when I put this code into our code, I start getting
these warnings. I only care about the surface effects and we are shading the
surface differently. I don't understand why it works with
On 01/06/2011 2:04 PM, Paul Palumbo wrote:
Correct... When I use the osgExample code with --vbo (and even without --vbo),
I get no errors. However, when I put this code into our code, I start getting
these warnings. I only care about the surface effects and we are shading the
surface
On 6/1/2011 12:09 PM, Jean-Francois Gagnon wrote:
Have you tried launching your application with gDebugger? I think it is quite
apt and quick to find the source of those issues. There is an option that let
you break the application upon error detection.
Here is the link: http://www.gremedy.com/
On Wed, Jun 1, 2011 at 1:58 PM, Paul Martz pma...@skew-matrix.com wrote:
On 6/1/2011 12:09 PM, Jean-Francois Gagnon wrote:
Have you tried launching your application with gDebugger? I think it is
quite
apt and quick to find the source of those issues. There is an option that
let
you break
Hi Robert, et al,
we're having an issue caused by this changeset:
http://www.openscenegraph.org/projects/osg/changeset/12303
Particularly the change in parsing GL_SHADING_LANGUAGE_VERSION broke
certain GL/shader features on many systems (all our clouds are gone with
osg = r12303).
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.0 support
Paul,
That was the problem, thanks. I didn't turn them off.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073
On 5/9/2011 12:08 PM, Brad Colbert wrote:
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
glLoadMatrixf isn't a 3.0 function. The likely cause of the
-users] OpenGL 3.0 support
On 5/9/2011 12:08 PM, Brad Colbert wrote:
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
glLoadMatrixf isn't a 3.0 function
Jean thanks for the advice. I've found some parameters that not have the
same behaviour but nothing that hasn't said in the mail list. If you look
the other thread you'll see a test of a cow and shaders.
2011/3/10 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Jorge,
Hello i'm
Hello i'm looking for a little bit of Code that has been tested to be
working and draws on OpenGL ES 2.0 a simple vertex/fragment shader loading
and a little bit of geometry or a triangle. I'm testing the Android port
working and i'm a little bit paranoid to write one if I write one and
doesn't
Hi Jorge,
Hello i'm looking for a little bit of Code that has been tested to be
working and draws on OpenGL ES 2.0 a simple vertex/fragment shader
loading and a little bit of geometry or a triangle. I'm testing the
Android port working and i'm a little bit paranoid to write one if I
write one
Hello Evan,
I've written a very simple application which should simply display a sphere.
The code compiles, but when the viewer runs, the sphere doesn't appear and I
get the message:
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
I have no idea what this means or
Skylark wrote:
Hello Evan,
We will not be able to help much if you don't show your code, because
what you describe is very simple and should work (at least as far as we
can see from your description). If we see the code we might be able to
tell you what's wrong.
Also, have you looked
Hello Evan,
The default viewer camera position is at (0,0,0), which turns out to be
inside your sphere. So you just see the inside of your sphere (not a
very interesting view point to be sure! :-) ).
You have used the while(!viewer.done()) viewer.frame() method of coding
the main loop, and
Hi,
I've had some problems getting my OSG applications to render properly. I'm
using Microsoft Visual C++ 2010 Express.
I've written a very simple application which should simply display a sphere.
The code compiles, but when the viewer runs, the sphere doesn't appear and I
get the message:
Hello Holger,
I found a former thread with a quiete similar problem incl. response, to modify
the osg/shader* files. Won't be that easy right?
Well, in the past adding Geometry shaders when these became available
was pretty easy, it indeed just required modifying the Shader header and
cpp,
Hi Jean-Sébastien,
I would not say that I am familiar with osg-source but I will give it a try at
weekend.
Thanks for the starting points. Any suggestions about adding the new OpenGL
primitive type (GL_PATCHES) to osg? Something I should take care of?
Thanks again!
Cheers,
Holger
Hi,
are there any considerations to add the two new tesselation shader provided by
OpenGL 4.x in a nearby release of OpenSceneGraph?
I am not looking to integrate it into a existing project mixing OpenGL 1-4.
Rather do some research of using the hardware tesselator to visualize high
Hi,
I have heard that OSG is coming with ES 2.0 support.
PLease guys confirm status of ES 2.0 support.
Thank you!
Cheers,
Rakesh
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HI Rakesh,
On Tue, Aug 17, 2010 at 8:56 AM, Rakesh Parmar rakes...@kpitcummins.com wrote:
I have heard that OSG is coming with ES 2.0 support.
PLease guys confirm status of ES 2.0 support.
The OSG has had OpenGL ES 2.0 support since December last year. You
have to use either svn/trunk or
@Robert :Thanks for your quick reply.
I have just read this on OSG site .
But still this is beta release.
I will download and will try to run Opengl sample.
Thank you!
Cheers,
Rakesh
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Wojtek,
That worked!!! :D
Good call.
I dont think I ever would have stumbled on that on my own. So thanks, I really
appreciate it.
Cheers,
Phil
--
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http://forum.openscenegraph.org/viewtopic.php?p=29389#29389
Subject: Re: [osg-users] OpenGL Shader application problem
Wojtek,
That worked!!! :D
Good call.
I dont think I ever would have stumbled on that on my own. So thanks, I
really appreciate it.
Cheers,
Phil
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Phil,
No shaders attached. This turns off shaders so effectively you turn on fixed
pipeline.
WL
--
From: Phil Fugue poc...@grc.nasa.gov
Sent: Wednesday, June 23, 2010 5:11 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users
Hi,
An odd problem, and not sure quite how to describe. But here goes
The quick summary is: When I cull certain geometry from my scene, an openGL
shader seems to get applied to the root node (and thus the whole scene) rather
than just the geometry it belongs on, but ONLY at the start up
. This is a weak hypothesis
and don't ask me about solid proof ;-)
Wojtek
--
From: Phil Fugue poc...@grc.nasa.gov
Sent: Tuesday, June 22, 2010 9:42 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenGL Shader application problem
Hi,
An odd
Akilan,
You are probably running out of texture units. In multitexture mode,
osgEarth uses one per layer. Try using multipass mode instead:
MapEngineProperties props;
props.layeringTechnique() = MapEngineProperties::LAYERING_MULTIPASS;
MapNode* node = new MapNode( map, props );
Glenn Waldron :
Hi Jason,
In fact, I create the map through program.What the program does is that as and
when some new tif file arrives at particular folder which I am monitoring
continuously thru callback, I add the file to the already created map. It works
well for some 2-3 tile addition. When it goes
Hi Akilan,
Can you post the earth files you are seeing errors on? Perhaps you
are specifying more image layers than you have texture units.
Jason
On Tue, Apr 27, 2010 at 5:36 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
When I run some of my .earth files, I m getting warning
I am currently struggling with some issues where our OSG based app causes a
crash in Intel driver DLLs on some customer computers equipped with Intel
GPUs.
As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
features out of OSG. So my question is, what other alternative
Hi Brad,
On Thu, Apr 15, 2010 at 7:37 PM, Brad Huber br...@procerusuav.com wrote:
As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
features out of OSG.
Actually the OSG already support disabling of extensions, see
include/osg/GLExtensions:
/** Set a list of
, 2010 12:47 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL extension/feature blacklist for GPUs
Hi Brad,
On Thu, Apr 15, 2010 at 7:37 PM, Brad Huber br...@procerusuav.com wrote:
As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
features out of OSG.
Actually
wiki does a good job for the
intel chipsets http://en.wikipedia.org/wiki/Intel_GMA
Nvidia
http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units
Ati http://en.wikipedia.org/wiki/Comparison_of_ATI_graphics_processing_units
Of course there is supports OpenGL2.1 and
I guess Intel is a special case, but with such large market share it can't be
ignored.
thanks for your replies, the info was quite helpful :)
Chris
--
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Sergey Kurdakov wrote:
Hi
the subroutines added in GLSL 4.
yes it might also affect the major feature of osg being discussed
lately - the way to handle shader composition.
Another big thing is the new tessellation shaders (tessellation control
and tessellation evaluation). I haven't used
Hi,
I do believe the opengl course would be very beneficial for programming in osg
but unfortunately, I don't have the money or time. But, if you can go and you
use osg extensively, I would go.
Cheers,
Allen
--
Read this topic online here:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
A few more details can be found here:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669
This isn't something I was expecting, looks like
On 3/11/2010 7:46 AM, Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
Wow.
Looking for a short overview of the changeset now...
--
Chris 'Xenon' Hanson, omo sanza lettere
Chris 'Xenon' Hanson wrote:
On 3/11/2010 7:46 AM, Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
Wow.
Looking for a short overview of the changeset now...
Looks like it's
Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
A few more details can be found here:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669
This isn't something I
Hi
the subroutines added in GLSL 4.
yes it might also affect the major feature of osg being discussed lately -
the way to handle shader composition.
Regards
Sergey Kurdakov
On Thu, Mar 11, 2010 at 8:49 PM, Jason Daly wrote:
Robert Osfield wrote:
-
I was interested in the OpenGL course (still am), but there isn't
exactly a lot of info about the course available. It would be nice to
know where it is (more specific than Los Angeles), what the
pre-requisites are (software environment) and what is and isn't included
(lunch?). The daily schedule
Hi,
any update on osg training?
...
Thank you!
Cheers,
Allen
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Hi all,
I've made an update and compiled OSG from the SVN, but now I've got lots of
OpenGL errors in one of my application, here is the log I have in my debug
window :
Warning: detected OpenGL error 'valeur non valide' at After
Renderer::compile
RenderStage::runCameraSetUp(), FBO setup failed,
Hi Paul
I'm also interested in the ogldump route, specifically because of the
automated wrapper generation.
cheers
-- mew
On Mon, Dec 14, 2009 at 2:06 PM, Paul Martz pma...@skew-matrix.com wrote:
...
I don't know if this might help, but Don Burns wrote a parser of the
gl.h to
Hello,
Do we have OpenGL B-spline support in OSG already? Or do we still need to
subclass drawable like osgTeapot example?
Thanks,
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I don't believe there is support for OpenGL evaluators in OSG, but you
could easily do a recursive grep on the source to see for yourself.
OpenGL evaluators have been removed from the OpenGL spec as of v3.1. The
modern way to do this would be with a geometry shader.
Paul Martz
Skew Matrix
Hi Paul,
I'm still open to suggestions on the make up of what your are looking,
but I don't yet think you have the right design combination to avoid
pitfalls of it's own. Though discussion perhaps we can arrive at a
better solution, be it OSG intrusive or done externally.
On Fri, Dec 11, 2009
Hi Robert --
Robert Osfield wrote:
Having a single class is not extensible by end users - something which
is essential for authors of external NodeKits.
It's not a requirement that external source use the new interface for
calling OpenGL. If they don't use it, code will still function
Another program worth for considering would be Bugle
(http://www.opengl.org/sdk/tools/BuGLe/).
Just my 2 cents.
--
Alberto
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Hi Alok,
On Thu, Dec 10, 2009 at 10:02 PM, Alok Priyadarshi alo...@gmail.com wrote:
I have not had any luck with this yet. I am trying to test ES 2.0 by
just disabling the fixed function pipeline...
I tried osggeometry example. I do not see anything render - just
warnings about polygon
Hi Paul,
My instinct would be to be not recommend trying to add some extra
level of indirection in OpenGL calls to the OSG, from a maintenance
and performance perspective. Considering most of us can get by
without it it's sure note a cost that I ever want to push out to
everyone. Cost of
Responding to all three posts at once...
Chris 'Xenon' Hanson wrote:
I think I've used glIntercept before and dfound it pretty useful. What was the
motivation in not building on it?
Lack of support for multiple threads, and no obvious way to add that
support, was one reason for abandoning
On 12/11/2009 9:46 AM, Paul Martz wrote:
Lack of support for multiple threads, and no obvious way to add that
support, was one reason for abandoning it. Also, when I attempted to use
GLIntercept with (single threaded) OSG, I encountered problems as
described recently in the discussion thread
Hi Robert,
Another option is to just work against OpenGL and just disable the
fixed function pipeline features via the OSG_*_AVAILABLE Cmake
options. This gives you the same GL features that you'll see with
GLES 1.1 or 2.0 (depending upon the options you choose.) When I did
the initial
Hi all --
I have some funding to capture OSG's OpenGL calls. This is required for
development, debugging, and performance analysis work that I am
currently contracted for. I have already ruled out updating GLIntercept
for this purpose.
Purchasing gDEBugger is a possibility. However, the
Hi Alok,
I can't help you with your problem, but please tell me that your're doing an
Android port of OSG ! :)
Cheers,
On Wed, Dec 2, 2009 at 7:29 AM, Alok Priyadarshi alo...@gmail.com wrote:
Hi Robert,
I am a software engineer at Google. We are evaluating using osg with
OpenGL ES 2.0
Hi Alok,
On Wed, Dec 2, 2009 at 6:29 AM, Alok Priyadarshi alo...@gmail.com wrote:
I am a software engineer at Google. We are evaluating using osg with
OpenGL ES 2.0 backend in an internal project. Thanks for adding the
support for ES.
Welcome to the OSG :-)
My first task is to compile and
Hi Serge,
Sorry to disappoint you but this is not for Android. I am working on
chrome browser. What I am doing right now is not very interesting to
the community. I am just trying to exercise chrome's gpu process that
supports gles2 for testing and debugging. But one project I am
interested in
Hi Robert,
Welcome to the OSG :-)
Thanks. I am not new to OSG, just coming back to it. I used it in my
previous life as a grad student at UMCP. In fact I also met you and
Don at one of the Washington DC chapter dinners.
A present it is, my plan is to use Cmake to automatically set the
Hi Alok,
On Wed, Dec 2, 2009 at 4:54 PM, Alok Priyadarshi alo...@gmail.com wrote:
Welcome to the OSG :-)
Thanks. I am not new to OSG, just coming back to it. I used it in my
previous life as a grad student at UMCP. In fact I also met you and
Don at one of the Washington DC chapter dinners.
Hi Robert,
I am a software engineer at Google. We are evaluating using osg with
OpenGL ES 2.0 backend in an internal project. Thanks for adding the
support for ES.
My first task is to compile and run the examples on ES 2.0 emulator
(imagination technologies on windows). I have been able to
Hi Jon,
You'll need to decide whether you are compiling against GLES 1.1 or
GLES 2.0, you can't compile against both at the same time as they are
quite different types of targets - ones GLES 1.1 is fixed function
pipeline while GLES 2.0 is completely shader based. So make sure you
#define either
Hi all
I've completed the first stab at the IPhone port, now with
-GraphicsWindowIPhone with ability to embed in an existing window and
support for the various pixel formats I've come across so far
RGBA8
RGB565
16bit depth
24bit depth
Also has basic multitouch input with 1 finger = left mouse,
Hi Jon
Damn...
I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)
output below...
Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file
Tom
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Heya
I have also been trying to get OSG to compile with the iphone sdk.
So far I have gotten a working static library, and the osg plugin compiled.
However when I go to load a .osg, I get a segfault in the lighting system...
I have also started work on a GraphicsWindowTouch implementation,
Would you mind sharing your Config, and any changes you made the code to make
it work in the simulator, I am gonna give it another go tonite and see if i can
make some progress.
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Damn...
I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)
output below...
Code:
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
Hi
More info on the IPhone viewer problem that might make the issue clearer. I
set the notify level to DEBUG_FP and saw that the output between simulator
and device were different, a summary is below
-Simulator
_threadingmode = DrawThreadPerContext
Console output:
draw() 0x42561b0
cull()
Hi everyone
Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an animated, textured ive model :)
I'm now working on a basic osgViewer for IPhone, should
Hi Thomas,
On Wed, Nov 25, 2009 at 10:06 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an
Hi Eric,
Good to hear for you again, and thanks to really useful insight to the
state of play under iPhone.
Using SDL as a stop gap for getting the OSG up and running under OSX
seems sensible. One could just comment out the compile of the Cocoa
and Carbon components of osgViewer and just leave
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