[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread Robert Osfield
Hi All, Over the past week I've had my head down beavering away on porting the OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work is now complete and checked into svn/trunk. While doing the refactoring work I also took the opportunity to add support for OpenGL ES 1.1, and open

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread Chris 'Xenon' Hanson
Congrats Robert. It's a shame champagne can't be sent my e-mail. You'd probably prefer The Macallan anyway. ;) -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ "There is no Truth. Ther

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread Paul Martz
Hi Robert -- Thanks for the update. Here's my additional comments for GL3. The basic stuff is there provided the app takes the responsibility to make their scene graph GL3-safe. Win32 context creation works, but X11 is TBD as you noted, so if any Linux people would like to step up and do GLX G

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread J.P. Delport
Hi Robert, thanks for all the good news. Just a heads up... There's been some es-2.0 goings on in Mesa as well. Some clippings from mesa3d-dev: ---8<--- From: Chia-I Wu Subject: [Mesa3d-dev] [PATCH 0/6] Make opengl-es-v2 branch work Date: Fri, 6 Nov 2009 18:11:15 +0800 Hi, This patch serie

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Thomas Hogarth
Sorry for leaving the rest of the posts at bottom of my last reply Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Robert Osfield
Hi Thomas, On Wed, Nov 18, 2009 at 8:34 AM, Thomas Hogarth wrote: > Started to attempt a compile of osg for IPhone last night which has so far > gone quite smoothly. I have osg and OpenThreads compiling for the platform > and now need to do a test render. Good to hear about progress on porting t

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Robert Osfield
Hi J.P, Thanks for the info about Mesa and GLES. Linux has the makings of a great GLES platform once the distro's start being able to install GLES drivers directly. Porting the OSG to Nokia's Meamo. Andriod would be nice as well but being a Java platform it introduces some interesting technical

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Jean-Sébastien Guay
Hi Robert, Thomas, Great new on the ES ports. I've been fiddling with OpenGL ES on IPhone and had up till now been using my own very basic port of OSG. I would most certainly be up for trying to get the latest trunk to compile on IPhone. I recon osg shouldn't be too much trouble it's osgDB tha

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Robert Osfield
Hi J-S, On Wed, Nov 18, 2009 at 2:51 PM, Jean-Sébastien Guay wrote: > One thing you apparently need to be careful of is that Apple is now more > careful in its screening of iPhone apps that are submitted for the App > Store, they apparently got bitten by some apps harvesting phone numbers and > s

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Thomas Hogarth
Hi Robert > >Good to hear about progress on porting to iPhone. So which libs do > >you now have compiling, just osg and OpenThreads? What about osgUtil, >osgDB etc? What problems are you encountering? > So far just threads and osg, thought I'd go for a minimum needed to get a proof of concep

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Jean-Sébastien Guay
Hi Robert, Just to be sure you understand, I am not developing iPhone apps myself, I was just relaying some info I had read to those who might be interested to submit an OSG-based iPhone app to the Apple App Store sometime in the future. It may also be useful to toggle such features on/off

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-19 Thread Hansoo Kim
I'm happy to hear that. I hope to check dev version out soon. :) robertosfield wrote: > > VR Lab, Konkuk University, South Korea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19857#19857 ___

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-20 Thread E. Wing
Hello, just passing through again. I thought I would clarify the questions being asked about iPhone. First congrats on the ES support! >> One thing you apparently need to be careful of is that Apple is now more >> careful in its screening of iPhone apps that are submitted for the App >> Store, t

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-20 Thread Jean-Sébastien Guay
Hi Eric, According to the article, they admittedly used private APIs which is explicitly forbidden in Apple's license terms. I don't believe getenv or any ANSI C function is considered private. Private stuff is usually proprietary Apple APIs hidden away and undocumented which you have to go out

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-20 Thread E. Wing
> > I understand. I just thought calls named "_NSGetEnviron" and > "exc_server" (those are the calls they refer to in the article) sounded > like "get some environment variable" and some threading functions, so I > thought it might be possible that the low-level implementations of some > functions

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-21 Thread Robert Osfield
Hi Eric, Good to hear for you again, and thanks to really useful insight to the state of play under iPhone. Using SDL as a stop gap for getting the OSG up and running under OSX seems sensible. One could just comment out the compile of the Cocoa and Carbon components of osgViewer and just leave i

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-21 Thread Thomas Hogarth
Hi Robert, Eric Firstly thanks for the info about the IPhone port Eric, gave me a massive lead. I've had a bit of time and now have OpenSceneGraph rendering using osgUtil::SceneView on IPhone. So far there's been a very limited number of code changes, mainly defines. I've now started on the route

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-21 Thread Thomas Hogarth
Hi Guys Found the solution in osgStatic viewer, just needed USE_OSGPLUGIN(name). very handy :) I'll try get osg/ive and an image plugin up and running and report the results Cheers Tom 2009/11/22 Thomas Hogarth > Hi Robert, Eric > > Firstly thanks for the info about the IPhone port Eric, gave

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Thomas Hogarth
Hi everyone Bit of an update on the IPhone port of OSG. All major libs are working, bar osgViewer. osgDB, the ive plugin and a very basic image loading plugin are all working, so I've been able to load an animated, textured ive model :) I'm now working on a basic osgViewer for IPhone, should have

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Robert Osfield
Hi Thomas, On Wed, Nov 25, 2009 at 10:06 AM, Thomas Hogarth wrote: > Bit of an update on the IPhone port of OSG. All major libs are working, bar > osgViewer. osgDB, the ive plugin and a very basic image loading plugin are > all working, so I've been able to load an animated, textured ive model :)

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-28 Thread Thomas Hogarth
Hi More info on the IPhone viewer problem that might make the issue clearer. I set the notify level to DEBUG_FP and saw that the output between simulator and device were different, a summary is below -Simulator _threadingmode = DrawThreadPerContext Console output: draw() 0x42561b0 cull() cull()

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
Heya I have also been trying to get OSG to compile with the iphone sdk. So far I have gotten a working static library, and the osg plugin compiled. However when I go to load a .osg, I get a segfault in the lighting system... I have also started work on a GraphicsWindowTouch implementation, howe

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
Would you mind sharing your Config, and any changes you made the code to make it work in the simulator, I am gonna give it another go tonite and see if i can make some progress. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20527#20527 _

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
Damn... I keep crashing on a call to glLoadMatrix(GL_MODELVIEW) output below... Code: CullSettings::readEnvironmentalVariables() DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP CullSettings::readEnvironmentalVariables() CullSettings::readE

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Robert Osfield
Hi Jon, You'll need to decide whether you are compiling against GLES 1.1 or GLES 2.0, you can't compile against both at the same time as they are quite different types of targets - ones GLES 1.1 is fixed function pipeline while GLES 2.0 is completely shader based. So make sure you #define either

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
Hi all I've completed the first stab at the IPhone port, now with -GraphicsWindowIPhone with ability to embed in an existing window and support for the various pixel formats I've come across so far RGBA8 RGB565 16bit depth 24bit depth Also has basic multitouch input with 1 finger = left mouse,

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
Hi Jon Damn... > > I keep crashing on a call to glLoadMatrix(GL_MODELVIEW) > > output below... > > Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensc