[osg-users] [build] OSG with OpenGL ES 2.0 and Angle

Andrea Pennarelli andrea.peretti at edu.unito.it
Fri Feb 3 01:29:36 PST 2017


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

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70096#70096








More information about the osg-users mailing list