Hi Jean,

Thanks for the list of extensions that you test for in the ShadowMap.  However, 
I have a graphics card that meets those requirements yet still does not render 
ShadowMap shadows.  Can you tell me if any of these extensions look like the 
'smoking gun' as to why this card does not display shadows?

Here is a list of extensions that ARE NOT supported on this graphics card. This 
list was extracted from a diff between a working graphics card that does 
display shadows and the current 'broken' one.  I am sure there are more 
extensions that are not listed here that I am unaware of.
GL_ARB_draw_buffers
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_shader
GL_ATI_draw_buffers
GL_EXT_blend_equation_separate
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_gpu_program_parameters
GL_EXT_point_parameters
GL_EXT_stencil_two_side
GL_NV_fence
GL_NV_fragment_program
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_occlusion_query
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NVX_conditional_render


This is the list of extensions are ARE supported by this 'broken' card that 
does not display shadows:
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_vertex_program
GL_ARB_window_pos
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_EXT_vertex_array
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_packed_depth_stencil
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum


Thanks,
-Ben

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, September 22, 2008 8:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] openGL extensions

Hi Ben,

> I would like to detect if the user has the appropriate openGL extensions
> in order to do shadowing.  However, when I do:
>
> glGetString(GL_VERSION)
> glGetString(GL_EXTENSIONS)
>
> They return null.  How can I get a list of the available extensions?  Is
> there an easy way to get this info from OSG?

For the first part of your question, they return NULL if they were
called from a thread that does not have a graphics context. The safest
way to do this is to create a camera predraw/postdraw/finaldraw callback
or a node cull callback or a drawable draw callback. In each of these
points you will have a graphics context.

What I generally do is assume support is present and start the viewer
with a detection callback attached (camera predraw callback on the main
camera) which will check extensions and then remove itself from the
camera. Then after the first frame, if I see that some feature is not
supported, I disable the relevant options.

There are other valid strategies of course.

As for detecting actual extensions, instead of calling
glGetString(GL_EXTENSIONS) and parsing it yourself, you can use

#include <osg/GLExtensions>
#include <osg/GL2Extensions>

osg::isGLExtensionSupported(contextID, extensionName)

> Also, how do I know which extensions I need for the different shadow
> techniques?

I'm personally not sure which extensions are required for all of them,
perhaps someone else will know (it might be good to add that info to the
osgShadow page on the wiki). I can tell you what I test for in the case
of osgShadow::ShadowMap:

_shadowsSupported =
   osg::isGLExtensionSupported(contextID,
 "GL_EXT_framebuffer_object") &&
   (osg::isGLExtensionSupported(contextID,
 "GL_ARB_fragment_program") ||
osg::isGLExtensionSupported(contextID,
 "GL_EXT_fragment_program")) &&
   (osg::isGLExtensionSupported(contextID,
 "GL_ARB_fragment_program_shadow") ||
osg::isGLExtensionSupported(contextID,
 "GL_EXT_fragment_program_shadow"));

Not sure if that's totally correct, but in most cases where shadow maps
were not supported (they fell back to software and so were extremely
slow) it was the first (GL_EXT_framebuffer_object) which was not supported.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien [EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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