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OSG with OpenGL ES 2.0 and Angle


 
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andxet2
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Joined: 23 Jan 2017
Posts: 2

PostPosted: Mon Jan 23, 2017 4:36 pm    Post subject:
OSG with OpenGL ES 2.0 and Angle
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Hi,

I'm trying to build openscenegraph with OpenGL ES 2.0 and Angle on windows, using CMake GUI and Visual Studio 2015. I've setted the CMake variables like the page trac.openscenegraph dot org /projects/osg/wiki/Community/OpenGL-ES says. I've added the OPENGL_INCLUDE_DIR as explained in the page. I've not found the OPENGL_LIBRARY so I added it too. I've setted them to point to the Angle's include folder and Angle's libGLESv2.lib and libEGL.lib, but when I generate the project Cmake returns an error, and Visual Studio don't compile.
I receive this errors:
'glDepthRangef': identifier not found
'GL_NUM_SHADER_BINARY_FORMATS': undeclared identifier
'GL_SHADER_BINARY_FORMATS': undeclared identifier
'glShaderBinary': identifier not found
'glClearDepthf': identifier not found

I've tried to search other guides to compile in OGL ES 2.0, but I wasn't so lucky so I decided to ask in the forum.

The final goal is to compile OSG with Angle to run it on Microsoft's HoloLens.

Thank you!

Cheers,
Andrea
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Alistair Baxter
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PostPosted: Tue Jan 24, 2017 3:27 pm    Post subject:
OSG with OpenGL ES 2.0 and Angle
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There are one or two things that need tweaked manually when building for ANGLE on Windows, generally just commenting of ifdefing stuff out. I needed to set the names of the angle gles libraries linked to by hand in Visual Studio, because I couldn't work out how to do that in the cmake configuration.

There are some assumptions in the codebase (unless they've been fixed in recent times, it's a while since I tried it) that Windows implies use of wgl. As I said in my previous post on the subject ( http://forum.openscenegraph.org/viewtopic.php?t=14043&highlight= ), you can't use the Windows graphicsWindow class, you need to create your OpenGL contexts by hand (or, as I did, via Qt) and use GraphicsWindowEmbedded.


________________________________________
From: osg-users [] on behalf of Andrea Pennarelli []
Sent: 23 January 2017 16:36
To:
Subject: [build] OSG with OpenGL ES 2.0 and Angle

Hi,

I'm trying to build openscenegraph with OpenGL ES 2.0 and Angle on windows, using CMake GUI and Visual Studio 2015. I've setted the CMake variables like the page trac.openscenegraph dot org /projects/osg/wiki/Community/OpenGL-ES says. I've added the OPENGL_INCLUDE_DIR as explained in the page. I've not found the OPENGL_LIBRARY so I added it too. I've setted them to point to the Angle's include folder and Angle's libGLESv2.lib and libEGL.lib, but when I generate the project Cmake returns an error, and Visual Studio don't compile.
I receive this errors:
'glDepthRangef': identifier not found
'GL_NUM_SHADER_BINARY_FORMATS': undeclared identifier
'GL_SHADER_BINARY_FORMATS': undeclared identifier
'glShaderBinary': identifier not found
'glClearDepthf': identifier not found

I've tried to search other guides to compile in OGL ES 2.0, but I wasn't so lucky so I decided to ask in the forum.

The final goal is to compile OSG with Angle to run it on Microsoft's HoloLens.

Thank you!

Cheers,
Andrea

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andxet2
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Joined: 23 Jan 2017
Posts: 2

PostPosted: Fri Feb 03, 2017 9:29 am    Post subject:
Re: OSG with OpenGL ES 2.0 and Angle
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Alistair Baxter wrote:
There are one or two things that need tweaked manually when building for ANGLE on Windows, generally just commenting of ifdefing stuff out. I needed to set the names of the angle gles libraries linked to by hand in Visual Studio, because I couldn't work out how to do that in the cmake configuration.

There are some assumptions in the codebase (unless they've been fixed in recent times, it's a while since I tried it) that Windows implies use of wgl. As I said in my previous post on the subject ( forum.openscenegraph dot org/viewtopic dot php?t=14043&highlight= ), you can't use the Windows graphicsWindow class, you need to create your OpenGL contexts by hand (or, as I did, via Qt) and use GraphicsWindowEmbedded.


Thank you for the answer!
So I tried to compile it osg with Angle, I edited the CMakeList so that I can add the OPENGL_INCLUDE_DIR and OPENGL_LIBRARY, because they where enabled only on Android builds. So I did the compiation done. After that, I switched the project type to Universal windows platform by adding the CMAKE variables CMAKE_SYSTEM_NAME=WindowsStore CMAKE_SYSTEM_VERSION=10.0.
The big prolem is that I need to compile for Universal Windows App, and this type of project has lot of APIs disabled by the UWP behaviour. A lot of function that osg use are forbidden... I don't understand if I'm doing something wrong or if osg is just incompatible.

for Alistair Baxter: when you compiled with angle have you compiled for UWP?

Did anyone has compiled for Universal Windows App?
I need to port an existing osg application to Hololens.

Cheers,
Andrea
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Alistair Baxter
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PostPosted: Fri Feb 03, 2017 10:48 am    Post subject:
OSG with OpenGL ES 2.0 and Angle
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I'm afraid I never got as far as building for WinRT or UWP, though that's what I had intended when I set out on the ANGLE path with Qt.

I chickened out, when faced with the prospect of having to eliminate disallowed API usage from the likes of GDAL and osgEarth, as well as OSG. And the announcement of the desktop app bridge for the Windows store meant that I didn't even need to bother for the Windows port of our tablet app.

There has been no seriously concerted effort that I'm aware of to make a UWP build of osg, but I'd love to see one. I'd have liked to try and fix even just ANGLE support for desktop Windows, and get that submitted to the project, but I didn't have the time and I'm not working on our tablet project at the moment.

A brief bit of searching suggests that Microsoft have a special version of CMAKE for UWP projects, although it's not clear how much if any of that's been reintegrated into the parent project. I'm not sure if that might help.


-----Original Message-----

Thank you for the answer!
So I tried to compile it osg with Angle, I edited the CMakeList so that I can add the OPENGL_INCLUDE_DIR and OPENGL_LIBRARY, because they where enabled only on Android builds. So I did the compiation done. After that, I switched the project type to Universal windows platform by adding the CMAKE variables CMAKE_SYSTEM_NAME=WindowsStore CMAKE_SYSTEM_VERSION=10.0.
The big prolem is that I need to compile for Universal Windows App, and this type of project has lot of APIs disabled by the UWP behaviour. A lot of function that osg use are forbidden... I don't understand if I'm doing something wrong or if osg is just incompatible.

for Alistair Baxter: when you compiled with angle have you compiled for UWP?

Did anyone has compiled for Universal Windows App?
I need to port an existing osg application to Hololens.

Cheers,
Andrea


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