[osg-users] How to properly compile osg with EGL support?
Omar Álvarez
omar.alvarez at cinfo.es
Thu Jan 24 09:07:30 PST 2019
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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