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Check for OpenGL backend before calling GL APIs #509

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Dec 10, 2021
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10 changes: 8 additions & 2 deletions ogre2/src/Ogre2DepthCamera.cc
Original file line number Diff line number Diff line change
Expand Up @@ -976,8 +976,13 @@ void Ogre2DepthCamera::Render()
{
// GL_DEPTH_CLAMP was disabled in later version of ogre2.2
// however our shaders rely on clamped values so enable it for this sensor
auto engine = Ogre2RenderEngine::Instance();
std::string renderSystemName =
engine->OgreRoot()->getRenderSystem()->getFriendlyName();
bool useGL = renderSystemName.find("OpenGL") != std::string::npos;
#ifndef _WIN32
glEnable(GL_DEPTH_CLAMP);
if (useGL)
glEnable(GL_DEPTH_CLAMP);
#endif

this->scene->StartRendering(this->ogreCamera);
Expand All @@ -995,7 +1000,8 @@ void Ogre2DepthCamera::Render()
this->scene->FlushGpuCommandsAndStartNewFrame(1u, false);

#ifndef _WIN32
glDisable(GL_DEPTH_CLAMP);
if (useGL)
glDisable(GL_DEPTH_CLAMP);
#endif
}

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12 changes: 10 additions & 2 deletions ogre2/src/Ogre2LidarVisual.cc
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@
#include "ignition/rendering/ogre2/Ogre2Conversions.hh"
#include "ignition/rendering/ogre2/Ogre2DynamicRenderable.hh"
#include "ignition/rendering/ogre2/Ogre2LidarVisual.hh"
#include "ignition/rendering/ogre2/Ogre2RenderEngine.hh"
#include "ignition/rendering/ogre2/Ogre2Scene.hh"
#include "ignition/rendering/ogre2/Ogre2Marker.hh"
#include "ignition/rendering/ogre2/Ogre2Geometry.hh"
Expand All @@ -39,6 +40,7 @@
#endif
#include <OgreItem.h>
#include <OgreMaterialManager.h>
#include <OgreRoot.h>
#include <OgreSceneNode.h>
#include <OgreTechnique.h>
#ifdef _MSC_VER
Expand Down Expand Up @@ -153,13 +155,19 @@ void Ogre2LidarVisual::Init()
void Ogre2LidarVisual::Create()
{
// enable GL_PROGRAM_POINT_SIZE so we can set gl_PointSize in vertex shader
auto engine = Ogre2RenderEngine::Instance();
std::string renderSystemName =
engine->OgreRoot()->getRenderSystem()->getFriendlyName();
if (renderSystemName.find("OpenGL") != std::string::npos)
{
#ifdef __APPLE__
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#else
#ifndef _WIN32
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
#endif
}
this->dataPtr->pointsMat =
Ogre::MaterialManager::getSingleton().getByName(
"PointCloudPoint");
Expand Down
8 changes: 8 additions & 0 deletions ogre2/src/Ogre2Marker.cc
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@
#include "ignition/rendering/ogre2/Ogre2Marker.hh"
#include "ignition/rendering/ogre2/Ogre2Material.hh"
#include "ignition/rendering/ogre2/Ogre2Mesh.hh"
#include "ignition/rendering/ogre2/Ogre2RenderEngine.hh"
#include "ignition/rendering/ogre2/Ogre2Scene.hh"
#include "ignition/rendering/ogre2/Ogre2Visual.hh"

Expand All @@ -44,6 +45,7 @@
#endif
#include <OgreItem.h>
#include <OgreMaterialManager.h>
#include <OgreRoot.h>
#include <OgreTechnique.h>
#ifdef _MSC_VER
#pragma warning(pop)
Expand Down Expand Up @@ -94,13 +96,19 @@ void Ogre2Marker::PreRender()
{
// enable GL_PROGRAM_POINT_SIZE so we can set gl_PointSize in vertex
// shader
auto engine = Ogre2RenderEngine::Instance();
std::string renderSystemName =
engine->OgreRoot()->getRenderSystem()->getFriendlyName();
if (renderSystemName.find("OpenGL") != std::string::npos)
{
#ifdef __APPLE__
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#else
#ifndef _WIN32
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
#endif
}
Ogre::MaterialPtr pointsMat =
Ogre::MaterialManager::getSingleton().getByName(
"PointCloudPoint");
Expand Down
10 changes: 8 additions & 2 deletions ogre2/src/Ogre2ThermalCamera.cc
Original file line number Diff line number Diff line change
Expand Up @@ -836,8 +836,13 @@ void Ogre2ThermalCamera::Render()
{
// GL_DEPTH_CLAMP is disabled in later version of ogre2.2
// however our shaders rely on clamped values so enable it for this sensor
auto engine = Ogre2RenderEngine::Instance();
std::string renderSystemName =
engine->OgreRoot()->getRenderSystem()->getFriendlyName();
bool useGL = renderSystemName.find("OpenGL") != std::string::npos;
#ifndef _WIN32
glEnable(GL_DEPTH_CLAMP);
if (useGL)
glEnable(GL_DEPTH_CLAMP);
#endif

// update the compositors
Expand All @@ -855,7 +860,8 @@ void Ogre2ThermalCamera::Render()
this->scene->FlushGpuCommandsAndStartNewFrame(1u, false);

#ifndef _WIN32
glDisable(GL_DEPTH_CLAMP);
if (useGL)
glDisable(GL_DEPTH_CLAMP);
#endif
}

Expand Down