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OSG on Hololens


 
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uwew
Newbie


Joined: 05 Feb 2014
Posts: 5

PostPosted: Mon Jul 31, 2017 7:47 am    Post subject:
OSG on Hololens
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Hi Everyone,

I am trying to get OpenSceneGraph to run on the Hololens.

The status so far is that I successfully compiled OpenSceneGraph with
angle and was able to render a cube in stereo (using instanced rendering).
Now I want to proceed further and port my application which currently
uses fixed function pipeline to the Hololens.

What do you think is the most promising way to go forward?

I tried the shader_pipeline branch but it fails to compile the generated
shader.

FRAGMENT glCompileShader "" FAILED
FRAGMENT Shader "" infolog:
ERROR: 0:1: 'GL_ALPHA' : macro name is reserved
ERROR: 0:2: 'GL_MAX_TEXTURE_UNITS' : macro name is reserved
ERROR: 0:3: 'GL_LIGHTING' : macro name is reserved
WARNING: 0:8: 'import_modes' : unrecognized pragma
WARNING: 0:9: 'import_defines' : unrecognized pragma
WARNING: 0:11: 'import_defines' : unrecognized pragma
WARNING: 0:12: 'import_defines' : unrecognized pragma
WARNING: 0:13: 'import_defines' : unrecognized pragma
WARNING: 0:14: 'import_defines' : unrecognized pragma
ERROR: 0:16: 'GL_MAX_TEXTURE_UNITS' : unexpected token after conditional
expression
ERROR: 0:52: 'GL_MAX_TEXTURE_UNITS' : unexpected token after conditional
expression

Any idea what that could be?

In order for the instanced stereo rendering to work I need to add some
code to each shader to select the right projection matrix and sets the
render target.
Which would be the best place to automatically add this code to every
shader?
Each geometry also needs and additional vertex attribute (a float[2]
{0.0,1.0})
If possible I would like to automatically add this to each geometry. Any
suggestion on how to do that?

Regards,
Uwe


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