Hi Remo,

A more detailed description on how it fails would be helpful.
If you're seeing non-textures quads instead of your glyphs you need to adapt your shader as the text-rendering isn't using a normal blending. I've attached my default core-profile shader which uses pre-multiplied alpha. Additionally I add a default sampler at camera root for the osg_Texture and I do:

for (auto index = 0u; index < mMainViewer->getNumViews(); ++index )
            {
getCamera(index)->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
getCamera(index)->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);
            }

nsRenderer::Helpers::addTexture( stats_handler->getCamera()->getOrCreateStateSet(), "osg_Texture",new osg::Texture2D(nsRenderer::Helpers::getDefaultImage(false)), 0);

Hope that helps
Sebastian
Hi,

I can't render osgText on MacOSX Core Profile:

text->setTextBackdropType(osgText::Text::BackdropType::NONE);
text->setTextBackdropImplementation(osgText::Text::BackdropImplementation::DELAYED_DEPTH_WRITES);
text->setBackColor( Color( Color::Black, 0.8 ) );
text->setHorizAlign( Control::ALIGN_RIGHT );
text->setVertAlign( Control::ALIGN_BOTTOM );
text->setVisible( true );

I've also tried to apply a default shader. But it doesn't work at all.
Cheers,
Remo

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70020#70020





_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

#version 440
#extension GL_ARB_enhanced_layouts : enable
#extension GL_ARB_separate_shader_objects : enable

layout (location=0) out vec4 FragmentData;

layout(location=1) in block
{
        mediump vec2 tex_coord;
        mediump vec4 color;
} In;

uniform sampler2D osg_Texture;

void main()
{
        vec4 diffuse_color = In.color;
        diffuse_color *=  texture2D(osg_Texture, In.tex_coord).a;

        FragmentData = diffuse_color;
}
#version 440
#extension GL_ARB_enhanced_layouts : enable
#extension GL_ARB_separate_shader_objects : enable

layout (location=0) in vec4 osg_Vertex;
layout (location=1) in vec3 osg_Normal;
layout (location=2) in vec4 osg_Color;
layout (location=3) in vec4 osg_MultiTexCoord0;
#ifdef HUD_CLIP_PLANES
layout(shared) uniform instanceData
{
        vec4 clipPlane[6];
};
#endif

uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat4 TextureMatrix;

out gl_PerVertex
{
        vec4 gl_Position;
};

layout(location=1) out block
{
        mediump vec2 tex_coord;
        mediump vec4 color;
} Out;

void main()
{
        Out.color = osg_Color;
        Out.tex_coord = vec4(osg_MultiTexCoord0).xy;
        gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;

}
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to