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Fix custom_scene_viewer for macOS #256
Fix custom_scene_viewer for macOS #256
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Thanks for the contribution, we'll be trying it out shortly. Meanwhile, do you mind signing your commit to satisfy the DCO check? See our contributing guide.
Sure - will do. Thought I'd set that up in SourceTree before committing but must have missed something. Are you ok with a force push on the PR once I get the signing in place? |
Sure, I think there's no way around this. Thanks! |
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Force pushed signed commit. |
it's still not signed - DCO |
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1. Add OpenGL context settings for macOS to the DemoWindow. 2. Move glutInit to main 3. Add command line option to set the ogre engine. Signed-off-by: Rhys Mainwaring <rhys.mainwaring@me.com>
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Rebased on upstream ign-rendering4 and signed-off |
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thanks for the patch. Changes look good and consistent with other example code.
Just one minor coding style suggestion.
1. Use camel case for variables. Signed-off-by: Rhys Mainwaring <rhys.mainwaring@me.com>
@osrf-jenkins run tests please |
🦟 Bug fix
No issue raised but related to #185
Summary
The example
custom_scene_viewer
does not display a window on macOS. The example will build and run, the console will display the usage, however the GLUT window does not open.Configuration
Detail
The issue was that the OpenGL context was not managed for macOS. The fix is to add the conditional compilation flags and variables used in the
simple_demo
and adapt them for this example. It was also necessary to move the glutInit() tomain() as it seems that this is required before the rendering engine is initialised during the scene building.
Tests
Because of issues with a side-by-side install of ogre and ogre2, tests were limited to ogre1.9 only and ogre2 was brew unlinked before compilation of ignition-rendering.
The images show the first four scenes of the demo running on macOS.
Checklist
codecheck
passed (See contributing)