Hi,
not sure on the GLES2 shaders. I will check. Also I have not ran this on our
GLES2 device yet. They don't want me to bother unless I can get it to work on
Windows 7 with an emulator. As we believe it will run on our target even though
with my experience so far I'm going to be in a world o
Did the code come with GLES2 shaders already set up? What does the program
look like when run on a genuine GLES2 device? What is the source of the
terrain? VPB? OSGEarth? Some random OpenFlight file?
On Fri, Oct 3, 2014 at 12:10 PM, joey pedroza wrote:
> Hi,
>
> Progress! This is where I'm at,
Hi,
Progress! This is where I'm at, I don't see any errors (log is attached) but
my terrain is only blue(image attached). Since I don't see errors I don't know
what to do next. Any help would be appreciated.
I haven't commented out or altered the OSG code other than removing windows32
and pi
Hi,
Yes it was just some code snippets. out of all you saw nothing jumped out or at
least am I on the right track? To answer your question on that one function it
makes an open GL call and you can see the function below.
Out of all the things and different combinations I tried I did comment ou
Incomplete. What/where is generate_texture_names()?
On Wed, Oct 1, 2014 at 3:53 PM, joey pedroza wrote:
> Hi,
>
> hopefully the file attached can help show what I'm trying to do.
>
> Thank you!
>
> Cheers,
> joey
>
> --
> Read this topic online here:
> http://forum.openscenegraph
Hi,
hopefully the file attached can help show what I'm trying to do.
Thank you!
Cheers,
joey
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61232#61232
Attachments:
http://forum.openscenegraph.org//files/codesnippets_145.cpp
__
Without knowing what your code is doing, It's hard to say.
Telepathic debugging suggests you are attempting to bind a texture that
does not have any mipmaps generated, but you are
using GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_LINEAR which then requires
mipmaps.
https://web.archive.org/web/2011071
Hi,
I had my OSG view setup function being called in the wrong place. So that was
my silly mistake. But now I get this error.
(Error) in function: glBindTexture GL: 501 (GL_INVALID_VALUE) VF: 501 (invalid
value)
I also see this not sure what it means or even if it's bad.
"getCoordinateFrame(
Are you intentionally multithreading?
Did you create and bind a context before performing the operation (seems
like maybe a load?) that is throwing that error?
On Tue, Sep 30, 2014 at 6:22 PM, joey pedroza wrote:
> Hi,
>
> well I just had it run as a console and was able to see the output. Bu
Hi,
well I just had it run as a console and was able to see the output. But
attached you can see what my output is.
Seems to be stuck with "Adding parent02869(Error) There is no context
bound to the current thread."
Thank you!
Cheers,
joey
--
Read this topic onlin
>
> Yup your right I did not understand. Thanks for clearing that up. I will
> see what I can dig up and what errors I'm getting. My app does not have a
> command window so I need to figure out how to get all printouts to show up
> on my debug window.
>
http://article.gmane.org/gmane.comp.graphi
Hi Team,
Yup your right I did not understand. Thanks for clearing that up. I will see
what I can dig up and what errors I'm getting. My app does not have a command
window so I need to figure out how to get all printouts to show up on my debug
window.
...
Thank you!
Cheers,
joey
-
>everything in OSG was compiled successfully. I even compiled the projects
one at a time.
I'm not sure you understand. GLSL shaders are compiled at runtime by the
OpenGL driver. If there are errors in your GLSL code, they won't show up
until runtime, when the shader will fail to compile. OSG will
Did you do the following?
* Edit the osg::getGLExtensionFuncPtr function to load libgles2d.dll for
debug builds
I had that problem with Debug builds using gles2 on Windows, all of the opengl
extension function pointers were set up wrongly because it was trying to read
the release opengl
Hi,
everything in OSG was compiled successfully. I even compiled the projects one
at a time. Since then I have done it twice once for debug and again for
release. But to be safe and not waste anyone's time how can I be certain other
than seeing the entire OSG project compile with no errors.
A
Are you 100% sure your shaders are compiling? Did you turn OSG's Notify
level to DEBUG_FP?
On Mon, Sep 29, 2014 at 3:22 PM, joey pedroza wrote:
> Hi,
>
> Well more progress, I can set the background color but nothing appears on
> screen. baby steps :) any hint as to what else I may want to look
Hi,
Well more progress, I can set the background color but nothing appears on
screen. baby steps :) any hint as to what else I may want to look into as to
why nothing is seen on screen except for the background color would be greatly
appreciated
Thank you!
Cheers,
joey
--
Re
Hi,
Update: turns out if I run it in release mode it doesn't crash so my problem
must be that in debug mode I have issues, will figure that out later. Currently
trying to get it to work by passing it my own graphic context.
Thank you!
Cheers,
joey
--
Read this topic online he
Hi,
screen shot of what the cmd window shows.
Thank you!
Cheers,
joey[/img]
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61205#61205
Attachments:
http://forum.openscenegraph.org//files/screenshot_173.jpg
___
Hi,
I say that the plugins are available as I copied all generated exe's and dll's
to the working directory. But here is what the debug window shows when I try
to read a node. A few thing to note.
1. I had it working with OpenGL 1.0 or whatever the defaults were.
2. I rebuilt everything with
Are the various plugins available at runtime?
Turn on OSG_NOTIFY up as high as it can go (DEBUG_FP) and see what it says.
On Fri, Sep 26, 2014 at 5:43 PM, joey pedroza wrote:
> Hi,
>
> Thanks, I was able to find some other examples once I knew what I was
> looking for, but that portion of code
Hi,
Thanks, I was able to find some other examples once I knew what I was looking
for, but that portion of code seems to compile but the part that is failing for
me is the line of code below. It crashes saying something about invalid
pointer. Before that line worked for me just fine. Does Rea
It's an existing class:
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00351.html
The osgviewerGLUT.cpp example uses it.
On Fri, Sep 26, 2014 at 1:44 PM, joey pedroza wrote:
> Hi,
>
> Thanks for the quick update, is GraphicsWindowEmbedded a OSG class or is
> that a pr
Hi,
Thanks for the quick update, is GraphicsWindowEmbedded a OSG class or is that a
project setting. I haven't been able to find much on what that is so I can
apply it. Is there an example?
Thank you!
Cheers,
joey
--
Read this topic online here:
http://forum.openscenegraph.or
You need to be using GraphicsWindowEmbedded, and your call to
eglGetDisplay() should use EGL_DEFAULT_DISPLAY .
On Fri, Sep 26, 2014 at 12:10 PM, joey pedroza wrote:
> Hi Team,
>
> It was decided that it is a priority to get this project to run on
> windows. So I went down the path of trying to
Hi Team,
It was decided that it is a priority to get this project to run on windows. So
I went down the path of trying to get it to work. That is my life right now.
Unfortunately they don't want to use SDL 2.
Here is where I'm at currently, I have been able to successfully compile the
latest
Hi,
Well for now we decided to just continue on Windows and then worry about
getting everything on our Linux target later. Possibly in the future will just
develop and debug in native linux and not worry about Windows so we'll see.
Thank you!
Cheers,
joey
--
Read this topic o
Are you using the PowerVR Insider SDK framework on your embedded Linux platform?
If so, then you can probably use the same code on both platforms to integrate a
GraphicsWindowEmbedded with direct calls to update osg via the frame() function
in the drawing callback their framework provides. You
For the most part, ES2 is a subset of desktop OpenGL. It's probably easier
to get the ES2 code built and running with desktop GL than it is to go the
other way.
On Wed, Sep 10, 2014 at 10:52 AM, joey pedroza wrote:
> Hi,
>
> Wow thanks everyone for your feedback.
>
> So let me get your guys opin
Hi,
Wow thanks everyone for your feedback.
So let me get your guys opinion on this, I am building a synthetic terrain map
using osgearth. But we are overlaying the map with our own stuff. I was
actually trying to merge his code onto my project following the teapot example.
But found out th
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Chris Hanson
Sent: 10 September 2014 06:22
To: OpenSceneGraph Users
Subject: Re: [osg-users] [build] Building OSG with OpenGL ES 2
You might consider not compiling the GraphicsWindowWin32 code and just using
Hi Joey
I achieved a result by using SDL 2 with EGL enabled,
see a sample app for a derived from osg project ( it is almost osg just
compiled to be used under emscripten ), hope the code helps
https://github.com/Kurdakov/emscripten_OSG/blob/master/examples/osgviewerSDL2EmscriptenSTATIC/osgview
Unfortunately, GLES2 on Windows is not so easy, because there really isn't
a GraphicWindowEGL implementation that would work on Windows.
I started writing one, but got bogged down and had to abandon it.
You might consider not compiling the GraphicsWindowWin32 code and just
using GraphicsWindowEmb
Hi,
Is there a document that has step by step instructions to build OSG with the
OpenGL ES2 option. I set the options with cmake as I have found in a few posts
but I get unreferenced symbols etc for the following this is not a complete
list:
wglGetCurrentContext
wglShareLists
wglMakeCurrent
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