Re: [osg-users] OpenGL CoreProfile / error in on OS X

2016-05-06 Thread Florent Berthaut
Hi all, Any feedback on that issue ? Is there something I need to change in my code to get OpenGL > 3 with OpenSceneGraph on OS X ? Regards, Florent Le 28/04/2016 18:21, Florent Berthaut a écrit : Hi all, I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X. I fi

[osg-users] OpenGL CoreProfile / error in on OS X

2016-04-28 Thread Florent Berthaut
Hi all, I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X. I first installed OSG with Macports. However the glsl shaders do not compile with anything above version 110, whereas i need at least version 3 and when available 4.2 (for image load store features). I saw this post,

Re: [osg-users] Selecting techniques for an osgEffect in Camera Callbacks

2015-10-13 Thread Florent Berthaut
Hi all, In the end, I gave up on the idea of using osgFX, and instead create multiple parent nodes of the scene root, one per camera and with each a different StateSet. This seems to be working fine, and is probably faster since I can use the multithreading now. Regards, Florent

Re: [osg-users] Selecting techniques for an osgEffect in Camera Callbacks

2015-10-05 Thread Florent Berthaut
Up, Am I right in thinking that in a single threaded rendering of views I can select a different technique per view for the same Effect ? Is there another (better) way of doing this that would work ? Thanks in advance, Regards, Florent -- Read this topic online here:

[osg-users] Selecting techniques for an osgEffect in Camera Callbacks

2015-09-29 Thread Florent Berthaut
Hi all, I recently switched from Ogre to OpenSceneGraph so that I can take advantage of the OpenGL 3+ possiblities, but i'm facing some issues getting some of what was working in Ogre work in OSG. What I need to do is to render the same scene on different windows, each with a different