Re: [osg-users] Opengl 3

2012-09-11 Thread Paul Martz
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

[osg-users] Opengl 3

2012-09-10 Thread Peterakos
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

Re: [osg-users] Opengl 3

2012-09-10 Thread Paul Martz
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

[osg-users] OpenGL core

2012-09-09 Thread Peterakos
Hello. How do i change opengl profile between core and compatibility? Which one is the default that the osg uses ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL core

2012-09-09 Thread Paul Martz
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

[osg-users] OpenGL ES 2.0 and LIGHTING

2012-06-12 Thread John Moore
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

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

2012-06-12 Thread Jordi Torres
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

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

2012-06-12 Thread Chris Hanson
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

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

2012-03-05 Thread Robert Osfield
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.

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

2012-03-04 Thread Paul Martz
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

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

2012-03-04 Thread David Garcia
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

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

2012-03-03 Thread David Garcia
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

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

2012-03-03 Thread David Garcia
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

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

2012-03-02 Thread Paul Martz
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

Re: [osg-users] [OpenGL ES] Bug in loading textures

2011-12-23 Thread Robert Osfield
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

Re: [osg-users] [OpenGL ES] Bug in loading textures

2011-10-10 Thread Robert Osfield
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

[osg-users] [OpenGL ES] Bug in loading textures

2011-10-08 Thread Hartwig Wiesmann
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(),

Re: [osg-users] [OpenGL ES] Bug in loading textures

2011-10-08 Thread Hartwig Wiesmann
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 -- Read this topic online here:

Re: [osg-users] [OpenGL ES] Bug in loading textures

2011-10-08 Thread Hartwig Wiesmann
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

[osg-users] [OpenGL ES] Bug in drawing primitive sets using DrawElementsUInt

2011-10-08 Thread Hartwig Wiesmann
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

[osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Chris 'Xenon' Hanson
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

Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Jeremy Moles
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!!! :)

Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Jean-Sébastien Guay
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

Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Buckley, Bob CTR MDA/DES
, 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

Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
: 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

[osg-users] OpenGL invalid operation error

2011-06-01 Thread Paul Palumbo
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

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Kim Bale
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

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Paul Palumbo
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

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Jean-Francois Gagnon
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

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Paul Martz
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/

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Ryan Pavlik
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

[osg-users] OpenGL version parsing broken

2011-05-19 Thread Thorsten Brehm
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).

Re: [osg-users] OpenGL 3.0 support

2011-05-10 Thread Brad Colbert
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

[osg-users] OpenGL 3.0 support

2011-05-09 Thread Brad Colbert
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

Re: [osg-users] OpenGL 3.0 support

2011-05-09 Thread Paul Martz
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

Re: [osg-users] OpenGL 3.0 support

2011-05-09 Thread Brad Colbert
-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

Re: [osg-users] Opengl ES 2.0 testing

2011-03-11 Thread Jorge Izquierdo Ciges
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

[osg-users] Opengl ES 2.0 testing

2011-03-10 Thread Jorge Izquierdo Ciges
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

Re: [osg-users] Opengl ES 2.0 testing

2011-03-10 Thread Jean-Sébastien Guay
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

Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Jean-Sébastien Guay
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

Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Evan Sheffield
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

Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Jean-Sébastien Guay
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

[osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-19 Thread Evan Sheffield
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:

Re: [osg-users] OpenGL 4.x adding tesselation shader

2010-10-12 Thread Jean-Sébastien Guay
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,

Re: [osg-users] OpenGL 4.x adding tesselation shader

2010-10-12 Thread Holger Helmich
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

[osg-users] OpenGL 4.x adding tesselation shader

2010-10-11 Thread Holger Helmich
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

[osg-users] Opengl ES 2.0 support

2010-08-17 Thread Rakesh Parmar
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30821#30821

Re: [osg-users] Opengl ES 2.0 support

2010-08-17 Thread Robert Osfield
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

Re: [osg-users] Opengl ES 2.0 support

2010-08-17 Thread Rakesh Parmar
@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 -- Read this topic online here:

Re: [osg-users] OpenGL Shader application problem

2010-06-24 Thread Phil Fugue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29389#29389

Re: [osg-users] OpenGL Shader application problem

2010-06-24 Thread Wojciech Lewandowski
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 -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] OpenGL Shader application problem

2010-06-23 Thread Wojciech Lewandowski
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

[osg-users] OpenGL Shader application problem

2010-06-22 Thread Phil Fugue
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

Re: [osg-users] OpenGL Shader application problem

2010-06-22 Thread Wojciech Lewandowski
. 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

Re: [osg-users] openGL error with osgEarth?

2010-04-29 Thread Glenn Waldron
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 :

Re: [osg-users] openGL error with osgEarth?

2010-04-28 Thread Akilan Thangamani
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

Re: [osg-users] openGL error with osgEarth?

2010-04-27 Thread Jason Beverage
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

[osg-users] OpenGL extension/feature blacklist for GPUs

2010-04-15 Thread Brad Huber
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

Re: [osg-users] OpenGL extension/feature blacklist for GPUs

2010-04-15 Thread Robert Osfield
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

Re: [osg-users] OpenGL extension/feature blacklist for GPUs

2010-04-15 Thread Brad Huber
, 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

Re: [osg-users] openGL flavors and vendors...

2010-03-26 Thread Martin Beckett
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

Re: [osg-users] openGL flavors and vendors...

2010-03-26 Thread Chris Chan
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26214#26214

Re: [osg-users] OpenGL 4.0 released!!

2010-03-12 Thread Jason Daly
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

Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-12 Thread Allen Saucier
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:

[osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Robert Osfield
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

Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Chris 'Xenon' Hanson
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

Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Jason Daly
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

Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Jason Daly
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

[osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Sergey Kurdakov
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: -

Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-11 Thread Cory Riddell
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

Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-10 Thread Allen Saucier
Hi, any update on osg training? ... Thank you! Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25472#25472 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] OpenGL errors with latest SVN

2010-01-25 Thread Serge Lages
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,

Re: [osg-users] OpenGL capture/logging in OSG

2010-01-06 Thread Michael Weiblen
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

[osg-users] OpenGL B-spline support?

2009-12-21 Thread Yanling Liu
Hello, Do we have OpenGL B-spline support in OSG already? Or do we still need to subclass drawable like osgTeapot example? Thanks, ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL B-spline support?

2009-12-21 Thread Paul Martz
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

Re: [osg-users] OpenGL capture/logging in OSG

2009-12-14 Thread Robert Osfield
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

Re: [osg-users] OpenGL capture/logging in OSG

2009-12-14 Thread Paul Martz
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

Re: [osg-users] OpenGL capture/logging in OSG

2009-12-11 Thread Alberto Luaces
Another program worth for considering would be Bugle (http://www.opengl.org/sdk/tools/BuGLe/). Just my 2 cents. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] opengl es 2.0

2009-12-11 Thread Robert Osfield
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

Re: [osg-users] OpenGL capture/logging in OSG

2009-12-11 Thread Robert Osfield
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

Re: [osg-users] OpenGL capture/logging in OSG

2009-12-11 Thread Paul Martz
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

Re: [osg-users] OpenGL capture/logging in OSG

2009-12-11 Thread Chris 'Xenon' Hanson
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

Re: [osg-users] opengl es 2.0

2009-12-10 Thread Alok Priyadarshi
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

[osg-users] OpenGL capture/logging in OSG

2009-12-10 Thread Paul Martz
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

Re: [osg-users] opengl es 2.0

2009-12-02 Thread Serge Lages
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

Re: [osg-users] opengl es 2.0

2009-12-02 Thread Robert Osfield
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

Re: [osg-users] opengl es 2.0

2009-12-02 Thread Alok Priyadarshi
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

Re: [osg-users] opengl es 2.0

2009-12-02 Thread Alok Priyadarshi
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

Re: [osg-users] opengl es 2.0

2009-12-02 Thread Robert Osfield
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.

[osg-users] opengl es 2.0

2009-12-01 Thread Alok Priyadarshi
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

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Robert Osfield
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

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
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,

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
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,

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20527#20527

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
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()

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-28 Thread Thomas Hogarth
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()

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Thomas Hogarth
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

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Robert Osfield
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

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-21 Thread Robert Osfield
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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