Hi
osg automatically convert gl_Vertex, gl_MultiTexCoordX, gl_Normal,
gl_ModelViewProjectionMatrix, gl_ProjectionMatrix (+ inverse),
gl_ModelViewMatrix (gl_NormalMatrix?, gl_FragColor?, iirc this is complete
list) to osg builtins, ftransform() - to osg_ModelViewProjectionMatrix *
osg_Vertex. I
hybr wrote:
> In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color
> gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform too.
> Check gles 2.0 spec.
> Use your own varyings and attributes, use your own output from fragment
> shader(and dont forget to bind st
ok, I understand...
but is there anyway to have a Geometry object from a osg::Node?
I am trying with this lines of code but I have no success because "no geode is
found" is printed.
Code:
osg::Geode *geode = dynamic_cast(_oggettoObj.get());
if (geode)
{
std::cout <<
On Tue, Aug 7, 2012 at 10:23 AM, Sergey Polischuk wrote:
> In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color
> gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform
> too. Check gles 2.0 spec.
> Use your own varyings and attributes, use your own output from f
In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color
gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform too.
Check gles 2.0 spec.
Use your own varyings and attributes, use your own output from fragment
shader(and dont forget to bind stuff in osg::Program).
In this way it's using another shader that I did not write by myself and this
shader is giving errors.
Code:
State::convertShaderSourceToOsgBuiltIns()
++Before Converted source
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}
+++
You can use visitor for that purpose:
class TSVisitor: public osg::NodeVisitor {
public:
TSVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{}
void apply(osg::Geode& geode)
{
for (unsigned i=0; i(geode.getDrawable(i));
Hi Sergey,
I am looking to TangentSpaceGenerator and I need to pass a Geometry to the
generate method. However I have a osg::Node data structure because I load data
using obj reader.
Code:
_oggettoObj = osgDB::readNodeFile("provaBump/objconbump.obj");
then I create a tangent space with th
Hi, John
take a look at osgUtil::TangentSpaceGenerator
Cheers,
Sergey.
07.08.2012, 15:54, "John Moore" :
> I just realized that I didn't linked the attributes tangent and binormals.
> How can I compute them. I have stored in my OBJ only the information about
> normals.
>
> --
>
I just realized that I didn't linked the attributes tangent and binormals.
How can I compute them. I have stored in my OBJ only the information about
normals.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49189#49189
_
Hi,
I am trying to write a shader to do bump mapping using OSG and OpenGL ES 2.0 in
a mobile platform (iOS).
My 3d models are saved as OBJs. The bump map is embedded in the .MTL and
declared in lines of the type:
Code:
newmtl brick2
Kd 0.80 0.80 0.80
illum 2
Ns 50.781250
map_Kd BRI
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