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 <[email protected]> wrote: > 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 be kind > enough to provide a quick tutorial. I don't need complete newbie > instructions, just the necessary steps to compile OSG with gl3. My guess is the the GL compile errors are down to you not disabling the the build of the GL1/GL2 features at the same time as enable the GL3 build as the GL3 header doesn't contain these features. Using ccmake/CMakeStup you can adjust the following entries (mostly setting them all to OFF) : OSG_GLU_AVAILABLE OFF OSG_GL1_AVAILABLE OFF OSG_GL2_AVAILABLE OFF OSG_GL3_AVAILABLE ON OSG_GLES1_AVAILABLE OFF OSG_GLES2_AVAILABLE OFF OSG_GL_DISPLAYLISTS_AVAILABLE OFF OSG_GL_MATRICES_AVAILABLE OFF OSG_GL_VERTEX_FUNCS_AVAILABLE OFF OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE OFF OSG_GL_FIXED_FUNCTION_AVAILABLE OFF This is obviously a bit of pain right now, but my plan is to do some further work on the CMake scripts to set all this automatically depending upon your GL target. I haven't tackled this up to now as getting the code base portable across all these targets has been my priority. FYI, you can actually simulate what it's like just having GL3.2 or GLES 2 by disabling these features even when building against GL2. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

