Hi Sebastian,
I tried to override my text shader into StateSet as you adviced, and you were
right (cf. attachments). There might be another shader loading for this text
somewhere. I will investigate and let you know if I found something.
Cheers,
Benjamin
--
Read this topic onl
My bad!
Some side effect with other changes.
If I draw in red, I get the image (see attachments)
Only DefaultFont is displayed red.[/quote]
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68269#68269
Attachments:
http://forum.openscenegraph.org/
If the OSG output can help you understand my problem:
Code:
sizeof(TrkHeader)=1000
CullSettings::readEnvironmentalVariables()
Adding parent0x14981d8f0
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x149859a40
CullSettings:
Hi Sebastian,
If I set to red the fragment shader, I get the image (see attachments).
It seems that the shader is correctly loaded and applied.
Cheers,
Benjamin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68259#68259
Attachments:
http://foru
Thanks for your answer Sebastian.
I am using the gl3TextVertexShader and gl3TextFragmentShader shaders from the
example, juste modifying the version to be GLES 3 compatible: #version 300 es
Here is the code:
Code:
static const char *gl3TextVertexShader = {
"#version 300 es\n"
"in vec4
Hello,
I am trying to port my project using OSG 3.4.0 on iOS.
I first tried to modify OSG sources to be fully usable with an OpenGL ES 3
context, as other dependencies require OpenGL ES 3.
I managed to run osg on my iPad, modifying shaders and removing duplicates
while merging them, but osgText
6 matches
Mail list logo