Re: [osg-users] Current state of GLES2

2012-04-25 Thread Preet
Hiya, Thanks Robert and Chris for your insight and advice. I think I'll try deploying using OpenGL ES 1.1 with what I have for now, and rebuild the OSG stuff using shaders to eventually build with ES 2.0. As Robert mentioned, this way I'll get a decent amount of exposure to GLSL and the new pipeli

Re: [osg-users] Current state of GLES2

2012-04-25 Thread Chris Hanson
> > I'm fuzzy on the shader stuff. For all my 3d dev, I just jumped into > using osg, and whatever I've built has been derived from > tutorials/examples given online. With the level of abstraction osg > provides, I haven't had to make any OpenGL calls directly, so when you > say "using the shaders

Re: [osg-users] Current state of GLES2

2012-04-25 Thread Robert Osfield
Hi Preet, I'm afraid I too busy with other tasks to go into detail discussion about this stuff right now. My personally recommendation would be to take things steadily with learning and experimenting with different elements one at a time. Rather than dive into OpenGL ES 2 right away I would sugge

Re: [osg-users] Current state of GLES2

2012-04-24 Thread Preet
On Tue, Apr 24, 2012 at 4:44 AM, Robert Osfield wrote: > However, you can use the OSG with OpenGL 2.0 with a purely shader > based state and if you do this the actual shaders you use for OpenGL > or OpenGL ES 2.0 will be very similar.  This similarity means you can > prototype an OpenGL ES applic

Re: [osg-users] Current state of GLES2

2012-04-24 Thread Robert Osfield
Hi Preet, On 23 April 2012 22:43, Preet wrote: > I'm new to OSG and OpenGL but I > understand that ES2 has some pretty significant changes in how things > are drawn. OpenGL ES 2 is entirely shader based, no fixed function pipeline to fullback on, which is a big difference to using OSG/OpenGL wit

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Chris Hanson
> > different OpenGL versions, and I didn't design the original > application with OpenGLES in mind (no shaders, just simple geometry, > transforms and materials). You'll need the GLES2 shadergen code. > way to proceed? Does 'most' of OSG's basic functionality still work > with ES2? > Yes,

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Preet
Hiya, Not to hijack this thread, but I'm also interested in porting my osg application to an OpenGL ES2 device. I'm new to OSG and OpenGL but I understand that ES2 has some pretty significant changes in how things are drawn. What sort of steps should I be taking to accomplish this? I'm not sure wh

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Eduardo Poyart
Very clarifying, thank you. I did experiment with ShaderGen and I even patched it to generate GLES2 code. However I'm going in a different direction. My models are simple. I wrote my own shader and added it to the root node. My shader currently has a fixed light position for testing purposes. Now

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Robert Osfield
Hi Thomas et. al, I won't have a chance to complete the shader composition functionality in the near term so an improved ShaderGen would be welcome. Handling items like lights, texgen and clipplanes will require some handling elsewhere other than with just the standard functionality - we'll need

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Thomas Hogarth
Hi Guys Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position

Re: [osg-users] Current state of GLES2

2012-04-23 Thread Chris Hanson
On Sun, Apr 22, 2012 at 9:11 PM, Eduardo Poyart wrote: > Hello, > Just to make sure I'm not missing anything, I'd like to ask this. What > is the current state of GLES2 in OSG? What should be done to enable > texturing? > > I think it worked ok for me, using the osgvertexattributes example to r

[osg-users] Current state of GLES2

2012-04-22 Thread Eduardo Poyart
Hello, Just to make sure I'm not missing anything, I'd like to ask this. What is the current state of GLES2 in OSG? What should be done to enable texturing? Similarly to how the osg_ModelViewProjectionMatrix uniform is automatically set for the user's shaders to use, I thought that the texture sa