Hi Eric,
With this type of problem it's very hard to debug remotely, the best I
can do is provide some general comments/guesses.
With crashes in OpenGL code they are typically either:
1) Lack of valid graphics context being current
2) Invalid data being passed from the OSG.
3) Driver bug
Hi Eric
OpenGL ES 2.0 shaders are different to standard glsl shaders. For instance the
built in varying gl_TexCoord[0] doesn't exist and gl_lightPosition is gone
also. Although a dodgy shader should not cause the app to crash, just the
shader will not be used and thus you won't see that
(cross-post from forum post on Fri Feb 11, 2011 6:59 pm to mail2forum)
I'd like to port GraphicsWindowWin32 and PixelBufferWin32 to work on EGL as
well as WGL. I'd use the PVRVFrame EGL libraries as the target.
There's a pending mini-milestone for this at the bottom of the OpenGL-ES
support
(cross-post from forum post on Sat Feb 19, 2011 9:50 pm to mail2forum)
I'm moving along with this port. osgViewer is partially running on top of
imgtek's PVRVFrame ES 2.0 emulator on Windows 7. At this point, osgViewer
starts ups, OGLES initialization is working, windows are created, and the
I'm moving along with this port. osgViewer is partially running on top of
imgtek's PVRVFrame ES 2.0 emulator on Windows 7. At this point, osgViewer
starts ups, OGLES initialization is working, windows are created, and the
emulator's control panel opens up. When I run osgViewer with cow.osg, a
I'd like to port GraphicsWindowWin32 and PixelBufferWin32 to work on EGL as
well as WGL. I'd use the PVRVFrame EGL libraries as the target for the port.
There's a pending mini-milestone for this at the bottom of the OpenGL-ES
support page on the wiki (wiki/Community/OpenGL-ES) but this is
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