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How to properly compile osg with EGL support?

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Omar Álvarez
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PostPosted: Wed Jan 23, 2019 12:16 pm    Post subject:
How to properly compile osg with EGL support?
Reply with quote

Hi.
I am trying to compile OSG with EGL support in order to be able to run OSG server side without an X display server. I have installed EGL headers and the latest and the NVIDIA driver. EGL is detected by OSG and I am requesting GLVND GL:
Quote:
cmake -DOpenGL_GL_PREFERENCE=GLVND .


I am getting linking errors:
Quote:
[ 33%] Linking CXX executable ../../bin/osgversion
../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
.........


Is this the proper way for compiling OSG with EGL support?
I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which the OpenGL library is linked has to change (to support the new CMake flag OpenGL_GL_PREFERENCE). 

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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 520
Location: France

PostPosted: Wed Jan 23, 2019 6:31 pm    Post subject:
Re: How to properly compile osg with EGL support?
Reply with quote

few advices:
check your driver support with eglinfo
try adding -legl to the linker flags
try VERBOSE=1 make
to check used linkerflags
Cheers


Omar Álvarez wrote:
Hi.
I am trying to compile OSG with EGL support in order to be able to run OSG server side without an X display server. I have installed EGL headers and the latest and the NVIDIA driver. EGL is detected by OSG and I am requesting GLVND GL:
Quote:
cmake -DOpenGL_GL_PREFERENCE=GLVND .


I am getting linking errors:
Quote:
[ 33%] Linking CXX executable ../../bin/osgversion
../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
.........


Is this the proper way for compiling OSG with EGL support?
I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which the OpenGL library is linked has to change (to support the new CMake flag OpenGL_GL_PREFERENCE). 

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Chris Hanson
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PostPosted: Wed Jan 23, 2019 6:51 pm    Post subject:
How to properly compile osg with EGL support?
Reply with quote

I know of a couple other people trying to do this. Let me know how you get on with the X-less OSG.

On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin < (
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Quote:
few advices:
check your driver support with eglinfo
try adding -legl to the linker flags
try VERBOSE=1 make
to check used linkerflags
Cheers



Omar Álvarez wrote:
Quote:
Hi.
I am trying to compile OSG with EGL support in order to be able to run OSG server side without an X display server. I have installed EGL headers and the latest and the NVIDIA driver. EGL is detected by OSG and I am requesting GLVND GL:
Quote:
cmake -DOpenGL_GL_PREFERENCE=GLVND .


I am getting linking errors:
Quote:
[ 33%] Linking CXX executable ../../bin/osgversion
../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
.........


Is this the proper way for compiling OSG with EGL support?
I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which the OpenGL library is linked has to change (to support the new CMake flag OpenGL_GL_PREFERENCE). 

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Trajce Nikolov NICK
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PostPosted: Wed Jan 23, 2019 9:00 pm    Post subject:
How to properly compile osg with EGL support?
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Hi Omar,


we are trying to get this running as well. Julien's hints should be enough to get it built. I also wrote some code to support EGL based on some off-list disucussion we had with Chris. All was great but got some crashes in osg and was not able to actually run it. I can share my work with you (tomorrow) if you want to give it a try and maybe together we make it work and share it with the community?


Cheers,
Nick


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On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson < (
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Quote:
I know of a couple other people trying to do this. Let me know how you get on with the X-less OSG.

On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
few advices:
check your driver support with eglinfo
try adding -legl to the linker flags
try VERBOSE=1 make
to check used linkerflags
Cheers



Omar Álvarez wrote:
Quote:
Hi.
I am trying to compile OSG with EGL support in order to be able to run OSG server side without an X display server. I have installed EGL headers and the latest and the NVIDIA driver. EGL is detected by OSG and I am requesting GLVND GL:
Quote:
cmake -DOpenGL_GL_PREFERENCE=GLVND .


I am getting linking errors:
Quote:
[ 33%] Linking CXX executable ../../bin/osgversion
../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
.........


Is this the proper way for compiling OSG with EGL support?
I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which the OpenGL library is linked has to change (to support the new CMake flag OpenGL_GL_PREFERENCE). 

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http://forum.openscenegraph.org/viewtopic.php?p=75535#75535





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Chris Hanson
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PostPosted: Wed Jan 23, 2019 9:28 pm    Post subject:
How to properly compile osg with EGL support?
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Based on what we've seen, the technique SHOULD work. I'm not in a position to test and hack on it myself because I don't have an NVidia Linux box handy.

It'd be good to have a standard example of osgViewerEGLnoX or something, because there seems to be a growing number of folks who don't want an XServer gumming up the works.


On Wed, Jan 23, 2019 at 9:59 PM Trajce Nikolov NICK < (
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Quote:
Hi Omar,


we are trying to get this running as well. Julien's hints should be enough to get it built. I also wrote some code to support EGL based on some off-list disucussion we had with Chris. All was great but got some crashes in osg and was not able to actually run it. I can share my work with you (tomorrow) if you want to give it a try and maybe together we make it work and share it with the community?


Cheers,
Nick


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On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson < (
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Quote:
I know of a couple other people trying to do this. Let me know how you get on with the X-less OSG.

On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
few advices:
check your driver support with eglinfo
try adding -legl to the linker flags
try VERBOSE=1 make
to check used linkerflags
Cheers



Omar Álvarez wrote:
Quote:
Hi.
I am trying to compile OSG with EGL support in order to be able to run OSG server side without an X display server. I have installed EGL headers and the latest and the NVIDIA driver. EGL is detected by OSG and I am requesting GLVND GL:
Quote:
cmake -DOpenGL_GL_PREFERENCE=GLVND .


I am getting linking errors:
Quote:
[ 33%] Linking CXX executable ../../bin/osgversion
../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
.........


Is this the proper way for compiling OSG with EGL support?
I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in which the OpenGL library is linked has to change (to support the new CMake flag OpenGL_GL_PREFERENCE). 

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http://forum.openscenegraph.org/viewtopic.php?p=75535#75535





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Omar Álvarez
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PostPosted: Wed Jan 23, 2019 11:07 pm    Post subject:
How to properly compile osg with EGL support?
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Hi,

Sounds good. Tomorrow morning I will compile it. I will probably also make some changes in how GL is used in CMake since to make EGL work you need to link to GLVND GL. Thanks for the tips to get OSG to compile.


If you have some code already I will gladly take a look and see if I can make it work. I’ll be happy to share my findings with everybody. If everything goes ok we should have a working example and maybe a tutorial. Do you have a github repo? 


Regards,


Omar.

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Omar Álvarez
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PostPosted: Thu Jan 24, 2019 8:40 pm    Post subject:
How to properly compile osg with EGL support?
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I have managed to compile and run a simple EGL example that Trajce Nikolov kindly provided. I am preparing a github repo with the code, if he has no issue with this. Here are the caveats that I have found:


- When installing driver we need to reboot in order for the EGL context to be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA worked out of the box.
- eglinfo is awesome. NVIDIA device EGL needs to be working to be able to run EGL.
- When using the latest CMake (3.13.x), I think OSG does not properly detect libOpenGL.so which is needed for EGL. I will test this further to be sure that is the cause.
- One needs to stablish viewport resolution manually or the following error pops up: "Error: cannot draw stage due to undefined viewport"
- Some warning pops up that I have not been able to fix: "void StateSet::setGlobalDefaults() ShaderPipeline disabled."


Any idea why the warning message is popping up?


It would probably be interesting to integrate in OSG the graphics context code, so that users don't need to write the custom class. If anyone has any suggestions I would love to hear them.

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Omar Álvarez
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PostPosted: Thu Jan 24, 2019 8:57 pm    Post subject:
How to properly compile osg with EGL support?
Reply with quote

I have managed to compile and run a simple EGL example that Trajce Nikolov kindly provided. I am preparing a github repo with the code, if he has no issue with this. Here are the caveats that I have found:


- When installing driver we need to reboot in order for the EGL context to be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA worked out of the box.
- eglinfo is awesome. NVIDIA device EGL needs to be working to be able to run EGL.
- When using the latest CMake (3.13.x), I think OSG does not properly detect libOpenGL.so which is needed for EGL. I will test this further to be sure that is the cause.
- One needs to stablish viewport resolution manually or the following error pops up: "Error: cannot draw stage due to undefined viewport"
- Some warning pops up that I have not been able to fix: "void StateSet::setGlobalDefaults() ShaderPipeline disabled."


Any idea why the warning message is popping up?


It would probably be interesting to integrate in OSG the graphics context code, so that users don't need to write the custom class. If anyone has any suggestions I would love to hear them.

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Chris Hanson
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PostPosted: Thu Jan 24, 2019 9:17 pm    Post subject:
How to properly compile osg with EGL support?
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As far as integrating, I'd probably defer to Robert on his views of how it ought to be tied in. Without X Server, a lot of the Windowing System code kind of becomes moot.

Do you have any views on this Robert? I'd love to get this technique into wider utilization.


On Thu, Jan 24, 2019 at 9:56 PM Omar Álvarez < (
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Quote:
I have managed to compile and run a simple EGL example that Trajce Nikolov kindly provided. I am preparing a github repo with the code, if he has no issue with this. Here are the caveats that I have found:


- When installing driver we need to reboot in order for the EGL context to be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA worked out of the box.
- eglinfo is awesome. NVIDIA device EGL needs to be working to be able to run EGL.
- When using the latest CMake (3.13.x), I think OSG does not properly detect libOpenGL.so which is needed for EGL. I will test this further to be sure that is the cause.
- One needs to stablish viewport resolution manually or the following error pops up: "Error: cannot draw stage due to undefined viewport"
- Some warning pops up that I have not been able to fix: "void StateSet::setGlobalDefaults() ShaderPipeline disabled."


Any idea why the warning message is popping up?


It would probably be interesting to integrate in OSG the graphics context code, so that users don't need to write the custom class. If anyone has any suggestions I would love to hear them.

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Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android
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Trajce Nikolov NICK
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PostPosted: Thu Jan 24, 2019 10:50 pm    Post subject:
How to properly compile osg with EGL support?
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Hi,


here is how far we have got (not too far but I think it is in the right direction). Let see if you have some



On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez < (
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Quote:
Hi,

Sounds good. Tomorrow morning I will compile it. I will probably also make some changes in how GL is used in CMake since to make EGL work you need to link to GLVND GL. Thanks for the tips to get OSG to compile.


If you have some code already I will gladly take a look and see if I can make it work. I’ll be happy to share my findings with everybody. If everything goes ok we should have a working example and maybe a tutorial. Do you have a github repo? 


Regards,


Omar.

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Omar Álvarez
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PostPosted: Fri Jan 25, 2019 8:47 am    Post subject:
How to properly compile osg with EGL support?
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I have created a small repo with my changes based on your code. I will try to update the readme today, but compiling it is pretty straightforward.


https://github.com/omaralvarez/osgEGL



I still need to clean up the code and see what is going on with the warnings, but it looks like it is working properly with the OSG master branch.



El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (< (
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Quote:
Hi,


here is how far we have got (not too far but I think it is in the right direction). Let see if you have some



On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez < (
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Quote:
Hi,

Sounds good. Tomorrow morning I will compile it. I will probably also make some changes in how GL is used in CMake since to make EGL work you need to link to GLVND GL. Thanks for the tips to get OSG to compile.


If you have some code already I will gladly take a look and see if I can make it work. I’ll be happy to share my findings with everybody. If everything goes ok we should have a working example and maybe a tutorial. Do you have a github repo? 


Regards,


Omar.

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PostPosted: Mon Feb 11, 2019 8:24 am    Post subject:
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Hi Omar,

I tried to run your example, but didn't succeed with compilation. I guess I am missing a step in compilation of OSG. Do you have any additional hints on that?

I also adapted our particle simulation (still based on OSG 3.4) to use an EGL context similiar to how you did it, everything compiles fine, but segFaults during the GL calls. (compiled OSG with added -lEGL, however it does not seem to make a difference)

Cheers,
Roy
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Omar Álvarez
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PostPosted: Wed Feb 13, 2019 8:35 am    Post subject:
How to properly compile osg with EGL support?
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Could you open an issue so we don't pollute this discussion? We will find out what is going on in Github.

El lun., 11 feb. 2019 a las 9:24, Roy Lichtenheldt (< (
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Quote:
Hi Omar,

I tried to run your example, but didn't succeed with compilation. I guess I am missing a step in compilation of OSG. Do you have any additional hints on that?

I also adapted our particle simulation (still based on OSG 3.4) to use an EGL context similiar to how you did it, everything compiles fine, but segFaults during the GL calls. (compiled OSG with added -lEGL, however it does not seem to make a difference)

Cheers,
Roy

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Trajce Nikolov NICK
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PostPosted: Tue Apr 30, 2019 5:40 am    Post subject:
How to properly compile osg with EGL support?
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Hi Community,


we are back on this issue now days. I have tried the osgEGL project from guthub and I am having the same problem I had before. Crash .. Here is the stack trace. Any clue?


0    glGetString            0x7ffff62ccae9   
1    osg::State::initializeExtensionProcs()            0x7ffff6d1e3ed   
2    osg::GraphicsContext::makeCurrent()            0x7ffff6c2a4f2   
3    osg::GraphicsThread::run()            0x7ffff6c30117   
4    OpenThreads::ThreadPrivateActions::StartThread(void *)            0x7ffff6873375   
5    start_thread    /usr/lib/debug/.build-id/b1/7c21299099640a6d863e423d99265824e7bb16.debug    333    0x7ffff48d46ba   
6    clone    /usr/lib/debug/lib/x86_64-linux-gnu/libc-2.23.so    109    0x7ffff599741d   









On Fri, Jan 25, 2019 at 9:47 AM Omar Álvarez < (
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Quote:
I have created a small repo with my changes based on your code. I will try to update the readme today, but compiling it is pretty straightforward.


https://github.com/omaralvarez/osgEGL



I still need to clean up the code and see what is going on with the warnings, but it looks like it is working properly with the OSG master branch.



El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (< (
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Quote:
Hi,


here is how far we have got (not too far but I think it is in the right direction). Let see if you have some



On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez < (
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Quote:
Hi,

Sounds good. Tomorrow morning I will compile it. I will probably also make some changes in how GL is used in CMake since to make EGL work you need to link to GLVND GL. Thanks for the tips to get OSG to compile.


If you have some code already I will gladly take a look and see if I can make it work. I’ll be happy to share my findings with everybody. If everything goes ok we should have a working example and maybe a tutorial. Do you have a github repo? 


Regards,


Omar.

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PostPosted: Tue Apr 30, 2019 6:16 am    Post subject:
How to properly compile osg with EGL support?
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me again Smile


I had to re-read what Omar wrote in this thread. To make it work you really need to link explicitly to EGL, GLdispatch and OpenGL. All works now


Thanks Omar and Chris!




On Tue, Apr 30, 2019 at 7:38 AM Trajce Nikolov NICK < (
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Quote:
Hi Community,


we are back on this issue now days. I have tried the osgEGL project from guthub and I am having the same problem I had before. Crash .. Here is the stack trace. Any clue?


0    glGetString            0x7ffff62ccae9   
1    osg::State::initializeExtensionProcs()            0x7ffff6d1e3ed   
2    osg::GraphicsContext::makeCurrent()            0x7ffff6c2a4f2   
3    osg::GraphicsThread::run()            0x7ffff6c30117   
4    OpenThreads::ThreadPrivateActions::StartThread(void *)            0x7ffff6873375   
5    start_thread    /usr/lib/debug/.build-id/b1/7c21299099640a6d863e423d99265824e7bb16.debug    333    0x7ffff48d46ba   
6    clone    /usr/lib/debug/lib/x86_64-linux-gnu/libc-2.23.so    109    0x7ffff599741d   









On Fri, Jan 25, 2019 at 9:47 AM Omar Álvarez < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
I have created a small repo with my changes based on your code. I will try to update the readme today, but compiling it is pretty straightforward.


https://github.com/omaralvarez/osgEGL



I still need to clean up the code and see what is going on with the warnings, but it looks like it is working properly with the OSG master branch.



El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (< (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>) escribió:

Quote:
Hi,


here is how far we have got (not too far but I think it is in the right direction). Let see if you have some



On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
Hi,

Sounds good. Tomorrow morning I will compile it. I will probably also make some changes in how GL is used in CMake since to make EGL work you need to link to GLVND GL. Thanks for the tips to get OSG to compile.


If you have some code already I will gladly take a look and see if I can make it work. I’ll be happy to share my findings with everybody. If everything goes ok we should have a working example and maybe a tutorial. Do you have a github repo? 


Regards,


Omar.

_______________________________________________
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