[osg-users] osgsimplegl3 with opengl 3.2
Hello. The example osgsimplegl3 sets glcontext version to 3.1. I load cow.osg and i get the following warnings : warning: texgen::apply not supported warning: material::apply not supported When i set version to 3.2 the cow model is not rendered and i get the previous warnings plus the following : Warning: detected opengl error invalid enumerant at after RenderBin::draw(...). What can i do to solve both problems? thank you for your time. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgsimplegl3 with opengl 3.2
On 9/15/2012 8:23 AM, Peterakos wrote: Hello. The example osgsimplegl3 sets glcontext version to 3.1. I load cow.osg and i get the following warnings : warning: texgen::apply not supported warning: material::apply not supported Do a web search on the text of the error messages to see previous discussion on this topic. When i set version to 3.2 the cow model is not rendered and i get the previous warnings plus the following : Warning: detected opengl error invalid enumerant at after RenderBin::draw(...). Don't know; osgsimplegl3 was written as a GL v3.1 example, so you'll have to look into this error as you would any OpenGL invalid enum error in OSG. If you are setting the forward compatible flag, try turning that off and see if it makes a difference. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgsimplegl3 with opengl 3.2
Hello. I have managed to solve the problem with the 2 warnigs (by removing materials and shades from cessna.osg. Still cant solve the invalid enumerant. I use osgsimplegl3 as it is but with more simple shaders and seting version to 3.2 Vertex -- #version 150 uniform mat4 osg_ModelViewProjectionMatrix; in vec4 osg_Vertex; void main(){ gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; } Frag --- #version 150 out vec4 fragData; void main(){ fragData = vec4(1,0,0,1); }; What can possibly cause this problem ? Has anyone run osgsimplegl3 example using opengl 3.2 ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgsimplegl3 with opengl 3.2
On 9/15/2012 12:53 PM, Peterakos wrote: Hello. I have managed to solve the problem with the 2 warnigs (by removing materials and shades from cessna.osg. Great! Still cant solve the invalid enumerant. I use osgsimplegl3 as it is but with more simple shaders and seting version to 3.2 What can possibly cause this problem ? Has anyone run osgsimplegl3 example using opengl 3.2 ? I can run it with a 3.2 context as long as I also request the compatibility profile: traits-glContextProfileMask = 2; If you don't specify glContextProfileMask, OSG currently does not pass profile bits to WGL for context creation, and according to the WGL create context extension spec, a core profile is created in this case. (You might argue this is a bug. Perhaps glContextProfileMask should default to 1 / core profile, or 2 / compatibility profile, so that profile bits are always passed to WGL context creation. If you feel strongly about this, please post a submission.) This issue was discussed a while ago by someone trying to run OSG built for GL3 on OSX 10.7, which supports only OpenGL 3.2 forward compatible / core profile. He discovered that current OSG does not support this. In particular, the OSG Geometry object does not use a vertex array object, which is required in core profile. This is the source of one of your GL_INVALID_ENUM errors, and is likely the one that causes no rendering to occur. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Hi Ricky and Michael, Yes, Hikari is Windows only as it uses COM to render Flash components onto bitmaps and then apply them to textures, which is of course of low efficiency. And it won't be able to support newer version of Flash because Adobe already closes the door to Flash COM programming. :-( Thanks, Wang Rui 2012/9/15 michael kapelko korn...@gmail.com: Hikari is Windows only: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIsstructure=Libraries ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org