Re: [osg-users] [build] OpenThreads/Version and osg/Version
Hi, Thanks Roberts! This makes the handling of our internal OSG repository easier. Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61919#61919 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OpenThreads/Version and osg/Version
Hi, I have a question regarding OpenThreads/Version and osg/Version files: Instead of being generated by cmake into the ${PROJECT_BINARY_DIR} they are generated into the source directory (${CMAKE_CURRENT_SOURCE_DIR}). Doesn't this break out of source build? In addition those generated files are checked into the version control system. Compare Config and GL header being generated into the build directory and the version file into the source directory (main CMakeList.txt file): SET(OPENSCENEGRAPH_CONFIG_HEADER ${PROJECT_BINARY_DIR}/include/osg/Config) CONFIGURE_FILE(${CMAKE_CURRENT_SOURCE_DIR}/src/osg/Config.in ${OPENSCENEGRAPH_CONFIG_HEADER}) SET(OPENSCENEGRAPH_OPENGL_HEADER ${PROJECT_BINARY_DIR}/include/osg/GL) CONFIGURE_FILE(${CMAKE_CURRENT_SOURCE_DIR}/src/osg/GL.in ${OPENSCENEGRAPH_OPENGL_HEADER}) # INSTALL_FILES(/include/osg/ FILES ${OPENSCENEGRAPH_CONFIG_HEADER}) # Set Vertsion header file SET(OPENSCENEGRAPH_VERSION_HEADER ${CMAKE_CURRENT_SOURCE_DIR}/include/osg/Version) CONFIGURE_FILE(${CMAKE_CURRENT_SOURCE_DIR}/src/osg/Version.in ${OPENSCENEGRAPH_VERSION_HEADER}) Is there a special reason or was it done by mistake? Thank you! Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61908#61908 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and OpenGL ES 2.0
Hi, it's just a really simple scene but it should help you figuring out, if your OpenGLES 2.0 support works (tested on iPhone): Code: // create geometry osg::Group* scene = new osg::Group; osg::Geode* geode = new osg::Geode; osg::Geometry* geo = new osg::Geometry; scene-addChild(geode); geode-addDrawable(geo); // set vertices osg::Vec3Array* vertices = new osg::Vec3Array; vertices-push_back(osg::Vec3(0.0, 0.0, 0.0)); vertices-push_back(osg::Vec3(0.0, 0.0, 1.0)); vertices-push_back(osg::Vec3(1.0, 0.0, 0.0)); vertices-push_back(osg::Vec3(1.0, 0.0, 1.0)); geo-setVertexArray(vertices); // set colors osg::Vec4Array* colors = new osg::Vec4Array; colors-push_back(osg::Vec4(1.0, 0.0, 0.0, 1.0)); colors-push_back(osg::Vec4(0.0, 1.0, 0.0, 1.0)); colors-push_back(osg::Vec4(0.0, 0.0, 1.0, 1.0)); colors-push_back(osg::Vec4(1.0, 0.0, 1.0, 1.0)); geo-setVertexAttribArray(7, colors); geo-setVertexAttribBinding(7, osg::Geometry::BIND_PER_VERTEX); // set primitive set geo-addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4)); geo-setUseVertexBufferObjects(true); // declare shaders char vertSource[] = attribute vec4 osg_Vertex;\n attribute vec4 a_col; uniform mat4 osg_ModelViewProjectionMatrix;\n varying vec4 v_col; void main(void)\n {\n gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n v_col = a_col;\n }\n; char fragSource[] = precision mediump float;\n varying vec4 v_col; void main(void)\n {\n gl_FragColor = v_col;\n }\n; // set shader osg::Program* program = new osg::Program; program-setName( simple shader ); program-addShader( new osg::Shader( osg::Shader::VERTEX, vertSource ) ); program-addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) ); program-addBindAttribLocation(a_col, 7); geode-getOrCreateStateSet()-setAttributeAndModes( program, osg::StateAttribute::ON ); // set scene in viewer... HTH, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38263#38263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and OpenGL ES 2.0
Hi, just one addition to my previous post: Normally you wouldn't define an extra vertex attribute array for the vertex color/normal as I did in this test code. Just use void Geometry::setColorArray(Array* array); void Geometry::setNormalArray(Array* array); and access the vertex color/normal in the vertex shader via osg_Color and osg_Normal (OSG will do the mapping for you). Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38270#38270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGs OpenGLES 2.0 status
Hi, In the meantime I got a better understanding of OSG regarding OpenGLES 2.0 support and osgText, osgTerrain and osgEarth are now basically running in the OpenGLES 2.0 Emulator (globeview with some labels and streets). I also saw the thread regarding the ShaderComposer, its design and the feature set: Shader composition, OpenGL modes and custom modes (I'm not allowed to post links yet) The last post in this thread was in July. Are there any news regarding the implementation? Thank you! Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33251#33251 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSGs OpenGLES 2.0 status
Hi, I’m currently evaluating OSGs OpenGLES 2.0 capabilities on Windows with PVRVFrame (OpenGLES 2.0 Emulator). “OSG core” compiles and runs fine (simple textured model and an osgText node). So the next step is to test the other nodekits/plugins/advanced features. Can someone please give me a short overview of the current OpenGLES 2.0 status and answer the following questions? - Which nodekits/plugins run without modifications on OpenGLES 2.0? - What if a nodekit/plugin composes a subgraph which is not compatible with OpenGLES 2.0 (e.g. uses FFP or the shader source cannot be converted)? Do I have to manually attach an OpenGLES 2.0 compatible shader program to every node/subgraph? Will the ShaderComposer automatically insert shader programs to the nodes/subgraphs to emulate the FFP in the future? - I’m having problems with the HW mipmap generation. I get only black textures when activating the HW support. Mipmaps generated by SW are working fine. Does HW mipmap generation work on the IPhone with OSG? - Does the IPhone git branch have more adaptions regarding OpenGLES 2.0 or is the main branch up to date? I’m new to OSG so please correct me, if I got something wrong! :-) Thanks, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33082#33082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org