[osg-users] Does OSG work on Mac OS?

michael kapelko kornerr at gmail.com
Sat Sep 23 01:55:08 PDT 2017


Are you GeeKer Wang or Martin Wong? The thread was started by a different
person with the same email. That's funny.

On 20 September 2017 at 15:46, Martin Wong <wwthunan at gmail.com> wrote:

> Hi, Hanson,
>
> I have given up the OSX as dev platform. While I can prepare a dev env in
> Linux in minutes, I have to waste weeks to solve problems in OSX. What a
> pity.
>
> On Wed, Sep 20, 2017 at 1:19 AM, Chris Hanson <xenon at alphapixel.com>
> wrote:
>
>> I will say, we do get OSG working on OSX and iOS for our clients, but
>> virtually every time we do so it involves hacking around some new monkey
>> wrench Apple has thrown in the works.
>>
>> I think they really want to emphasize Metal, and are somewhat making
>> OpenGL a bastard step-child.
>>
>> On Tue, Sep 19, 2017 at 8:44 AM, Martin Wong <wwthunan at gmail.com> wrote:
>>
>>> Hi, Robert,
>>>
>>> Well, Ubuntu in vmware seems better than MacOS. At least there is
>>> something shown.
>>> Is  this result correct?
>>>
>>>
>>>
>>> ----
>>> Martin
>>>>>>
>>> On Mon, Sep 18, 2017 at 7:23 PM, Robert Osfield <
>>> robert.osfield at gmail.com> wrote:
>>>
>>>> Hi Martin,
>>>>
>>>> On 18 September 2017 at 10:23, GeeKer Wang <wwthunan at gmail.com> wrote:
>>>>
>>>>> I am actually using the git version, which doesn't work. Although I
>>>>> have:
>>>>>
>>>>> glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1,
>>>>>
>>>>> there are still errors for osgsimplegl3:
>>>>>
>>>>> Warning: detected OpenGL error 'invalid enumerant' at Before
>>>>> Renderer::compile
>>>>> WARNING: Could not find vertex shader attribute 'osg_MultiTexCoord7'
>>>>> to match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_MultiTexCoord5'
>>>>> to match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_SecondaryColor'
>>>>> to match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_MultiTexCoord1'
>>>>> to match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_MultiTexCoord6'
>>>>> to match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_FogCoord' to
>>>>> match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_Color' to match
>>>>> BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_MultiTexCoord4'
>>>>> to match BindAttributeLocation request.
>>>>> WARNING: Could not find vertex shader attribute 'osg_MultiTexCoord2'
>>>>> to match BindAttributeLocation request.
>>>>>
>>>>
>>>> Others are using GL Core Profile under OSX with git master OK, I will
>>>> have to leave it to them to help you further on OSX as I don't have OSX
>>>> myself.
>>>>
>>>> Even not for Mac, how about mesa3d, which doesn't work if no special
>>>>> graphic?
>>>>>
>>>>
>>>> I haven't tested Mesa3D on a Mac so can't comment on this.  In
>>>> principle is should work, but Mesa3D isn't just one version...
>>>>
>>>>
>>>>>
>>>>> For example,  I tried osgsimplegl3 in ubuntu in parallel virtual
>>>>> machine,
>>>>>
>>>>> VERTEX glCompileShader "" FAILED
>>>>> VERTEX Shader "" infolog:
>>>>> 0.1(10): error: GLSL 1.40 not supported
>>>>>
>>>>> because mesa3d only support GLSL 3.3 in core profile.
>>>>>
>>>>> Then OSG doesn't support core profile in linux. Am I right? Or is
>>>>> there special compiling flags to turn on?
>>>>>
>>>>
>>>> git master should support it just fine.
>>>>
>>>> FYI, I develop under Kubunutu as my main dev system and test out
>>>> various version of GLSL as part of my work.
>>>>
>>>> Typically under Linux you don't need to explicitly compile against GL
>>>> Core Profile, everything works fine with the compatibility Profile.  I am
>>>> aware that recent support for recent GL versions in Mesa has temporarily
>>>> not provided the Compatibility Profile. but this is likely to change in
>>>> future.   I recently checked in code to explicitly requesting specific
>>>> version of GL when creating graphics context, have a look at the logs for
>>>> osgViewer.
>>>>
>>>> What may be affecting you is GL support under the virtual machine,
>>>> doing so just adds more layers that can compromise full support of the
>>>> hardware.
>>>>
>>>> Robert.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> osg-users mailing list
>>>> osg-users at lists.openscenegraph.org
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens
>>>> cenegraph.org
>>>>
>>>>
>>>
>>>
>>> --
>>> Martin
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users at lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens
>>> cenegraph.org
>>>
>>>
>>
>>
>> --
>> Chris 'Xenon' Hanson, omo sanza lettere. Xenon at AlphaPixel.com
>> http://www.alphapixel.com/
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>>
>
>
> --
> Martin
>
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