Hi Ewe,
I an away on a trip so not in a position to dive into the code and see what
would be appropriate. I will back at the end of the week.
Robert
On 1 Aug 2017 3:24 p.m., "Uwe Woessner" wrote:
> Hi Robert,
>
> I am currently trying to port a fixed function pipeline
Hi Robert,
I am currently trying to port a fixed function pipeline application to the
Hololens and thus to GLES
I followed your advice and tried the shader_pipeline branch but I don't see
where and how osgMaterial state or Light source information is passed to the
shader. Is that still in
For OpenGL 3.2, I've taken the approach of using an uniform block to
replace the materials, (if you think about this materials are currently
treated as something that is shared between all shaders, which is how they
are implemented in the fixed function pipeline) each material has a buffer
on the
Hi Goran,
In standard OSG (3.2.x, 3.4.0 or the 3.5.x dev series) there isn't any
way to automatically remap osg::Material to uniforms so you'll have to
run a traverser through the scene graph and replace the osg::Material
to osg::Uniform's.
If you are willing to experiment with bleeding edge
Hi,
I'm using OpenGL ES 2.0 and having dificulties to pass the old style material
properties (ambient, difusse, specular, shininess) to the uniforms used in my
fragment shader.
For the 3d model I use models in 3ds format with multiple materials and
multiple drawables.
As a dirty hack I
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