Re: [osg-users] OpenGL Extensions.

2009-09-12 Thread Guy Volckaert
Jan, I looked at GLEW after I wrote my original post. I was about to download 
and use when I figured out an easier way. I essentially followed robert's 
advise (thanks rob!).

NOTE: In my case, I would also need to recompile GLEW to use multiple 
threads/context (which also require installing Cygwin).

Thanks for your help.

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Re: [osg-users] OpenGL Extensions.

2009-09-11 Thread Robert Osfield
Hi Guy,

It's the GraphicsContext/GraphicsWindow that govern what extensions are
supported, so use a RealizeOperation and then realize your graphics context
prior to finializing set up of your scene graph.  Have  look at the
osgshaderterrain example to see how you could do this.

Robert.

On Wed, Sep 9, 2009 at 3:24 PM, Guy Volckaert wrote:

> Hi,
>
> I have several cameras that need to be configured slightly differently
> depending on the opengl extensions supported by the card. For example, I
> have a card that does not support p-buffers in which case I need to devise a
> different way to perform RTT. Same goes for vertex and fragment shaders. In
> essence, I need to handle these situations.
>
> I know how to recover all supported extensions but that can only be done
> after the graphic context is create and made current for the camera (i.e.
> the osg::camera::realize() is called).
>
> As I understand, I'm in a catch-22 situation. I cannot get the opengl
> extension because I did not fully configured my camera, and I can't
> configure my camera because I don't have the opengl extension yet.
>
> Obviously, I can register a InitialDrawCallback function for each of my
> cameras. This callback could then lookup the extension and complete the
> camera configuration, but that seems very messy.
>
> Is there an easier way to do this?
>
> Thank you!
>
> Guy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17188#17188
>
>
>
>
>
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Re: [osg-users] OpenGL Extensions.

2009-09-11 Thread Jan Ciger
"Guy Volckaert"  wrote:
> Is there an easier way to do this?
> 

Perhaps using GLEW (http://glew.sourceforge.net/) directly to figure out the 
extensions before you initialize OSG?

Regards,

Jan


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[osg-users] OpenGL Extensions.

2009-09-09 Thread Guy Volckaert
Hi,

I have several cameras that need to be configured slightly differently 
depending on the opengl extensions supported by the card. For example, I have a 
card that does not support p-buffers in which case I need to devise a different 
way to perform RTT. Same goes for vertex and fragment shaders. In essence, I 
need to handle these situations. 

I know how to recover all supported extensions but that can only be done after 
the graphic context is create and made current for the camera (i.e. the 
osg::camera::realize() is called).

As I understand, I'm in a catch-22 situation. I cannot get the opengl extension 
because I did not fully configured my camera, and I can't configure my camera 
because I don't have the opengl extension yet.

Obviously, I can register a InitialDrawCallback function for each of my 
cameras. This callback could then lookup the extension and complete the camera 
configuration, but that seems very messy.

Is there an easier way to do this?

Thank you!

Guy

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Re: [osg-users] openGL extensions

2008-10-01 Thread Jean-Sébastien Guay

Hi Ben,


GL_ARB_fragment_shader


In order to use the shadow fragment shader, you need this one too. If 
it's not supported by your card, osgShadow::ShadowMap (and most shadow 
techniques) can do a fixed function fallback. To see if this works for 
you, you can call shadowMap->clearShaderList() before the first frame 
(i.e. when you construct the shadowMap object).


If GL_EXT_framebuffer_object is supported, the fixed function fallback 
should be fast enough. The only time I've seen shadow maps be REALLY 
slow (i.e. 1.5 fps vs 60+ when disabled) both in fixed function and with 
the shader is when GL_EXT_framebuffer_object was not supported.


Sorry I didn't include this one in my list, I assumed that if a card 
supported GL_ARB_fragment_program, then it also supported 
GL_ARB_fragment_shader, but this seems not to be the case for you. Bare 
in mind that this is all though my experiences of what works in my 
projects, so there are shortcomings sometimes. :-)


Hope this helps,

J-S
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Re: [osg-users] openGL extensions

2008-10-01 Thread Ben Axelrod
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

#inc

Re: [osg-users] openGL extensions

2008-09-25 Thread Will Dicharry

Ben Axelrod wrote:

Thank you Jean and Gordon.  I put those functions in my draw callback and now I 
get some information.  However, the behavior is very strange.  It only works 
the first time through.  The rest of the time, they return null.  Even weirder 
is that if I click on another window, they work again for one iteration, then 
go back to being null.  Every time I click off and on again of my OSG 
application, the info appears.  Why is this?
  
Draw callbacks are only called when the node is drawn.  If you are using 
display lists (OSG does by default), then the draw is called only on the 
first draw or when the context is initialized. All other draws are done 
using the cached display list.  You need to disable display lists on 
your drawable with setUseDisplayList( false ).


Hope this helps,
--Will

FYI: OSG 2.6.0 on Debian Etch with an NVidia 7300 card.

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 
#include 

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
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Re: [osg-users] openGL extensions

2008-09-25 Thread Ben Axelrod
Thank you Jean and Gordon.  I put those functions in my draw callback and now I 
get some information.  However, the behavior is very strange.  It only works 
the first time through.  The rest of the time, they return null.  Even weirder 
is that if I click on another window, they work again for one iteration, then 
go back to being null.  Every time I click off and on again of my OSG 
application, the info appears.  Why is this?

FYI: OSG 2.6.0 on Debian Etch with an NVidia 7300 card.

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 
#include 

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
--
__
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 http://whitestar02.webhop.org/
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Re: [osg-users] openGL extensions

2008-09-22 Thread Jean-Sébastien Guay

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 
#include 

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
--
__
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http://whitestar02.webhop.org/
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Re: [osg-users] Opengl extensions

2008-09-22 Thread Gordon Tomlinson
Yes these will work

 

But you can only do OpenGL calls in a  process that has a valid Opengl
context in the case of OSG  the is the draw thread

 

We do ours in the first call to draw in a draw callback, 

 

Search the archives for more info if you require more in-depth answer

 

 

__
Gordon Tomlinson 

 <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
IM:  <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
 <http://www.vis-sim.com/> www.vis-sim.com
<http://www.gordontomlinson.com/> www.gordontomlinson.com 

__

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Axelrod
Sent: Monday, September 22, 2008 6:28 PM
To: OpenSceneGraph Users
Subject: [osg-users] openGL extensions

 

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?

 

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

 

Thanks,

-Ben

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[osg-users] openGL extensions

2008-09-22 Thread Ben Axelrod
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?

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

Thanks,
-Ben
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