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Building OSG with OpenGL ES 2

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jpedroza
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Joined: 21 Aug 2014
Posts: 22

PostPosted: Wed Oct 01, 2014 11:35 pm    Post subject:
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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 out loading textures and did not behave any different.

void generate_texture_names(GLuint texture_id_array[]) {
//Generate texture names (10 total).
glGenTextures(10, texture_id_array);
}


Thank you!

Cheers,
joey
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jpedroza
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Joined: 21 Aug 2014
Posts: 22

PostPosted: Fri Oct 03, 2014 6:10 pm    Post subject:
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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 pixel file mentioned earlier in the thread.

I'm guessing that since I'm using GLES2.0 that some functionalities just are not being implemented? Don't know as I'm a newbie at this and this is what the company wants(run the code in windows) so this is my life unfortunately.


Thank you!

Cheers,
joey
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Chris Hanson
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PostPosted: Fri Oct 03, 2014 9:19 pm    Post subject:
Building OSG with OpenGL ES 2
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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 < (
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Quote:
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 pixel file mentioned earlier in the thread.

I'm guessing that since I'm using GLES2.0 that some functionalities just are not being implemented? Don't know as I'm a newbie at this and this is what the company wants(run the code in windows) so this is my life unfortunately.


Thank you!

Cheers,
joey

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jpedroza
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Joined: 21 Aug 2014
Posts: 22

PostPosted: Fri Oct 03, 2014 11:44 pm    Post subject:
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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 of adventure Smile The source of the terrain is tms files created with osgearth_package from our dem elevation files. It only has elevation. Attached you will find an image of what it looks like when I run desktop openGL, seems like everything is working except I don't see the contour colors. I posted that error on the osgEarth forum to see if they know what that is. The error I got was "[osgEarth]* [CountourMap] Failed to reserve a texture image unit; disabled.". Attached is an image of what it looks like with desktop OpenGL.

I will try to clean up all of my code and post for reference.

Thank you!

Cheers,
joey
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