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osgPPU with GL3


 
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fireteller
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Joined: 06 Apr 2012
Posts: 13

PostPosted: Mon Jun 25, 2012 5:04 pm    Post subject:
osgPPU with GL3
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I've tried compiling osgPPU with ~> OpenGL 3.1 osg build but I'm having trouble. Seems osgPPU is not ready for the current OpenGL release? Any plans? Or am I doing it wrong?

I really need to do blurs and other effects in our OSG based application.

Thanks
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fireteller
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Joined: 06 Apr 2012
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PostPosted: Sun Feb 24, 2013 10:37 pm    Post subject:
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There's been no response to this for quite some time, so I'm guessing osgPPU is abandoned? I've tried compiling it a number of different ways on a number of different platforms, but it doesn't look like it works any-longer with current OpenGL.

Meanwhile any tips on OSG-only glow implementation? The main forum continually refers to osgPPU, but since that's not an option any longer how would one do this? Multitexture plus Multipass?

Thanks
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Peterakos
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PostPosted: Mon Feb 25, 2013 12:58 am    Post subject:
osgPPU with GL3
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Hello.

Not sure what you mean "abandoned, but it works for me.
I have run some of the osgPPU examples.

thnx.


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fireteller
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PostPosted: Mon Feb 25, 2013 2:17 am    Post subject:
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Are you compiling it against an OpenGL 3.2 or higher OSG build? I say abandoned because there was no response to my original post for more then 8 months, and there appears to be no activity in the repository for quite some time.

Maybe I'm doing something wrong, but as far as I can tell osgPPU only works for OpenGL < 3.2.

I only need one feature anyway which is glow, so I'm working on implementing that with RTT / MRT in OSG directly now. But it would be handy if osgPPU was usable.

Thanks
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hybr
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Joined: 26 Jun 2009
Posts: 454

PostPosted: Mon Feb 25, 2013 2:25 pm    Post subject:
osgPPU with GL3
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Hi

It is usable with fixed function pipeline available, this does not prevent you from using gl 3.2+ in any way
i mean why would you disable fixed finction on pc app if it is still useful for a whole lot of stuff? (apart from mobile apps with gles)
Wang Rui was working on alternative to osgPPU - effects compositor or something, i dont remember if it works without fixed function, but you can try it (https://github.com/xarray/osgRecipes)

Cheers.

25.02.2013, 06:21, "Joshua No" <>:
Quote:
Are you compiling it against an OpenGL 3.2 or higher OSG build?  I say abandoned because there was no response to my original post for more then 8 months, and there appears to be no activity in the repository for quite some time.

Maybe I'm doing something wrong, but as far as I can tell osgPPU only works for OpenGL < 3.2.

I only need one feature anyway which is glow, so I'm working on implementing that with RTT / MRT in OSG directly now. But it would be handy if osgPPU was usable.

Thanks

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fireteller
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Joined: 06 Apr 2012
Posts: 13

PostPosted: Mon Feb 25, 2013 5:39 pm    Post subject:
Re: osgPPU with GL3
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hybr wrote:
Hi

It is usable with fixed function pipeline available, this does not prevent you from using gl 3.2+ in any way
i mean why would you disable fixed finction on pc app if it is still useful for a whole lot of stuff? (apart from mobile apps with gles)



Haha that sounds suspiciously like a "but why would you ever want to do that?" answer (i.e. "It only hurts when I laugh Dr", "Then don't laugh"). As it turns out we are locked into the core profile for a lot of reasons, technical reasons like complicated interactions with OpenCL, and management reasons "no deprecated code", faster conversion to mobile, etc.

Nevertheless even if I didn't have those requirements I would still take lack of core profile support as a sign that work may not continue on this project, and incorporating it into new code may be ill advised.

Although I do not yet have stereo support I've gone ahead and implemented glow with osg cameras and FBOs. osgPPU was probably overkill for me anyway.

Thanks,
j
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