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Switch to GL3+ RenderSystem #1733
base: noetic-devel
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Switch to GL3+ RenderSystem #1733
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Sorry for bothering you once more @paroj, I tried enabling GL3+ rendering system but fail at early steps.
I get this quite often and assume it's because I didn't setup the resource locations properly. I looked at how that is done normally and found this in OgreBites: I think we just want to load the resources.cfg installed by the debian package in /usr/share/OGRE-VERSION/resources.cfg so I can either copy paste that function, get the location from CMake/pkgcfg or possibly create a For simplicity I just copied the RTShaderSystem part and set the path manually for my version of ogre. Do I need to set the cache path? (Does not seem to make a difference and stays empty) Do I need to change the material files? |
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Thanks @paroj, I made some little progress. The coordinate grid can now be displayed but other materials and shaders still crash:
for our typical mesh display as well as for the picking shader ( https://github.com/ros-visualization/rviz/blob/noetic-devel/ogre_media/materials/scripts/default_pick_and_depth.material ) |
the RTSS will leave techniques that already have shaders alone. Some of your techniques merely have a fragment shader. |
@simonschmeisser, what is the status of this PR. Obviously, your changes are not yet supported in default Ogre 1.9:
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Well, that's just a string constant so it could be ifdefed or replaced by the actual string. My plan is to first get this to run well on ogre 1.12.13 or newer and then see how it can be made compatible with Ogre 1.9 or maybe enabled conditionally if that turns out not to be possible. Next riddle to solve is why the RTSS thinks our default materials (for RobotModelDisplay eg) have a partial shader applied and then what VertexShader is required for the picking technique/material |
- Drop compatibility mode, which is not supported by Mesa - Don't use gl_ prefixes for user-declared variables - Don't redeclare gl_PerVertex
something is initialized in MovableText::_setupGeometry()that this relies on. Does not have same orientation as original MovableText, one is always facing the camera, the other is fixed in world.
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We have some entities where we create a |
I added a try-catch around
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This is WIP and based on #1725
resources.cfg