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
>
> 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
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
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
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
>
> 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,
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
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
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
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
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
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
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