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to the fact that you're accessing outdated functionality, so that you can
proactively remove it.
   -Paul


On Thu, Mar 20, 2014 at 5:47 AM, Alistair Baxter  wrote:

> 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 new functionality, and all of the old
> functionality too.
>
> OpenGL's deprecation is only really enforced on OSX, so unless you are
> doing a mac port, it's probably easier to ignore it.
>
> Alistair Baxter
> Software Engineer
>
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Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Boon Wah
Hi,

Noted with thanks!


Thank you!

Cheers,
Boon

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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 new functionality, and all of the old 
functionality too.

OpenGL's deprecation is only really enforced on OSX, so unless you are doing a 
mac port, it's probably easier to ignore it.

Alistair Baxter
Software Engineer

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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 
uniforms to get the functionality back. I wrote a visitor for this which 
would remove the material states from the scene graph and replace them 
with uniforms to be sent to a shader (which has to be tailored to your 
needs)


cheers
Sebastian


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.

 I am using Intel HD4000 graphics on Windows 8, with the latest 9.x 
drivers. I have checked that all OpenGL 3.x features are supported.

 Can somebody help me explain this problem?

 Thank you!

Boon

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[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.

I am using Intel HD4000 graphics on Windows 8, with the latest 9.x drivers. 
I have checked that all OpenGL 3.x features are supported.

Can somebody help me explain this problem?

Thank you!

Boon

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