Well, the FFP material state info doesn't exist in ES 2.0. So, it's getting skipped.
You need to write a visitor that traverses your model converting OSG Material class attributes into Uniforms that your shaders then read and understand and react to. On Sun, Oct 25, 2015 at 11:12 AM, Şan Güneş <sgu...@350.su> wrote: > Hello, > > I'm playing around with OpenSceneGraph with OpenGL ES 2.0. I managed to > show some primitives, and later a model that I loaded with osgDB. > However at the moment I'm assigning a random color to the gl_FragColor > in the fragment shader. When doing this I'm getting the following warning: > > > Warning: Material::apply(State&) - not supported. > > I'm confused about how I should write the shaders if I load a model with > osgDB in order to show it together with it's texture. So far I couldn't > find any OpenSceneGraph related example for this. I would appreciate any > help and tips. > > Thanks > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
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