Hi Johny,
osg_ViewMatrixInverse is not set on 3.4.0? This is always zero for me.
How did you find out it is actually zero?
I use right settings:
Code:
state->setUseModelViewAndProjectionUniforms(true);
state->setUseVertexAttributeAliasing(true);
Did you set this at the camera's state set (
I've just been doing some testing and the `view matrices` seem fine after all.
It's my gl_Position that's confusing my glsl. I'm porting a Three.js shader to
Open Scene Graph and I almost got Phong completely working.
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Hi (Robert :)
I've tried a lot of things to get osgText working on MacOSX with VAO. GL3 on
OSX Core Profile requires VAOs.
osgText doesn't setup the VAO path correctly on MacOSX. I can show glyphs when
I use a osg::Geometry as a Wrapper to draw geometries from text glyphs like so:
Code:
Hi Remo,
On 27 January 2017 at 13:59, Remo Eichenberger wrote:
> I've tried a lot of things to get osgText working on MacOSX with VAO. GL3 on
> OSX Core Profile requires VAOs.
I don't have an OSX system so can't comment on the specifics of VAO
support on MacOSX, I have rely upon OSX users to pr
Hi Robert
I use OSG master 255a86cbe22ba436ab162bd2a2e7cc0341140050
Cheers,
Remo
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On 27 January 2017 at 14:15, Remo Eichenberger wrote:
> I use OSG master 255a86cbe22ba436ab162bd2a2e7cc0341140050
Have you enabled the new VAO support?
The env var OSG_VERTEX_BUFFER_HINT should be used and set to VAO.
Robert.
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yes,
OSG_VERTEX_BUFFER_HINT=VAO
OSG_GEOMETRY_IMPLEMENTATION=VAO
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HI Remo,
On 27 January 2017 at 14:29, Remo Eichenberger wrote:
> OSG_VERTEX_BUFFER_HINT=VAO
> OSG_GEOMETRY_IMPLEMENTATION=VAO
Oh well, that exhausts one possibility of a fix.
I don't really know if it's worth trying to fix osgText::Text, when I
made the changes to support VAO I got things worki
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