Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-11-26 Thread Florian Kolbe
Hi, I eventually abandoned my tries to use GL3. As I stated before, at the time I tried to use it (under Windows) my conclusion was that the file osg/GL needs some fixing to work under Windows. I don't know what the state is now (I was using 2.9.9). Cheers, Florian -- Read

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-11-25 Thread Peter Wrobrl
Hi, I am having exactly the same issues, please could you post your suggestion how to fix this ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34103#34103 ___

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-09-27 Thread Florian Kolbe
Hi, I am getting compile errors with VS 2008, e.g. a define min conflicts with the line: Code: if (fabs(length2) = std::numeric_limitsdouble::min()) in Matrix_implemenation.cpp. The define comes from Windows SDK 7.1 WinDef.h that looks like this: Code: #ifndef NOMINMAX #ifndef max

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-09-27 Thread Florian Kolbe
Hi, I just figured there's more problems because of gl3.h including windows.h, well at least the one I am trying to use, which is http://www.opengl.org/registry/api/gl3.h It includes windows.h if APIENTRY is not defined. The relevant portion of (my) gl3.h reads: Code: #if defined(_WIN32)

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-14 Thread Robert Osfield
Hi Peter, As Paul mentions, as you've found out the hard way, right now you have to set the flags all manually to disable/enable the appropriate parts of the OSG to build against the different GL targets. My plan has been to test out the ports as flexible as possible - trying out GLES paths on

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-14 Thread Peter Bear
Paul Martz wrote: I believe this is already in a post somewhere, so the search function should be covered. :-) It'd be nice if selecting the OSG_GL3_AVAILABLE CMake variable would automatically re-set all the FFP-type variables, but currently it does not do so, and you have to do this

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-12 Thread Peter Bear
Just for the search function :) If you get errors like this: error C2039: 'glBegin' : is not a member of '`global namespace'' error C3861: 'glBegin': identifier not found error C2039: 'glEnd' : is not a member of '`global namespace'' error C3861: 'glEnd': identifier not found turn off

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-12 Thread Paul Martz
I believe this is already in a post somewhere, so the search function should be covered. :-) It'd be nice if selecting the OSG_GL3_AVAILABLE CMake variable would automatically re-set all the FFP-type variables, but currently it does not do so, and you have to do this manually. Paul Martz

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-27 Thread Robert Osfield
Hi John, On Fri, Nov 27, 2009 at 3:21 AM, John Price john.pric...@gmail.com wrote: My understanding of the way bindness graphics actually achieves its speedup is by not requiring CPU dereferencing of graphic object pointers and the likely L2 cache misses this causes. NVidia bindless

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-26 Thread Robert Osfield
Hi John, On Wed, Nov 25, 2009 at 9:02 PM, John Price john.pric...@gmail.com wrote: My project is still in development and has a long term objective. My view is forward looking, so I am interested in embracing gl3 as development progresses. I am primarily developing for nVidia hardware, and

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-26 Thread John Price
Hi Robert, My understanding of the way bindness graphics actually achieves its speedup is by not requiring CPU dereferencing of graphic object pointers and the likely L2 cache misses this causes. nVidia states: OpenGL has evolved in a way that allows applications to replace many of the

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-25 Thread John Price
Hi Robert and Paul, Thank you both for your replies. Your answers affirmed my own investigations into gl3. For Paul - my OSG project is being developed for Win32 x64. I have just moved it to Windows 7 x64. It is tied to Windows because it is designed to work in concert with other Windows

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-24 Thread Robert Osfield
Hi John, I haven't tried GL3 yet - this work was done by Paul Martz, but I did the GLES work which served as ground work for the GL3 support so I'll have bash at an answer: On Mon, Nov 23, 2009 at 10:58 PM, John Price john.pric...@gmail.com wrote: My nVidia graphics driver supports GL 3.2. So I

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-24 Thread John Price
Hi Robert, Thank you again for taking the time to reply. Your assumptions were correct, I had not turned off the other GL options. I am planning to play with gl3 a little, there must be some advantages to using it. But it also seems at first glance that one might be giving up some

[osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-23 Thread John Price
Hi, My nVidia graphics driver supports GL 3.2. So I enabled OSG_GL3_AVAILABLE and got hundreds of errors about gl3.h. I downloaded gl3.h from OpenGL.org and placed it where it would be found, and got hundreds of new errors. I know I am doing something wrong and was wondering if someone would