Hi Preet,
that worked a treat! I now have the statistics text workong on ES2 for my app!
Thank you!
Cheers,
Paul
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Hi Paul,
On Tue, Jan 8, 2013 at 8:20 AM, Paul Heraty wrote:
> Hi Preet,
>
> Do you have a copy of the shaders in that code that you can share please:
>
>
> shaders/NoShading_vert.glsl
> shaders/NoShading_frag.glsl
>
They are in the same repo:
https://github.com/preet/scratch/tree/master/opensce
Hi Preet,
Do you have a copy of the shaders in that code that you can share please:
shaders/NoShading_vert.glsl
shaders/NoShading_frag.glsl
Thank you!
Cheers,
Paul
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To follow up on Jorge's reply:
Here's an example of how you can use shaders for osgText:
https://github.com/preet/scratch/blob/master/openscenegraph/osg_text_geometry/main_old.cpp
If you're still having issues, increase the OSG debugging output:
(osg::setDebugNotify(...)) and
osgViewer::getCamera
osg Text is really easy to make it work with ogl, you have to use a shaders
that is inherited by the osgText node that can read from texture and that's
pretty much all. The other errors... well openGL extension is not supported
will be probably because it needs some qualifier that it's not included
Hi,
after removing everything from my SG except the node with the 3DS model, I now
see only a few warnings in the logfile. After the shaders are compiled and
textures loaded, I get
Code:
Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile
openGL extension '' is not su
Hi Jorge,
first off, thanks for the quick reply!
My model is being read in correctly. In fact, I can display it using the
shaders I've attached above. What I'm concerned about are two things:
1/ Why all the warnings appear that I posted above? I attached the shader
program to the root node, so
OSG core works from the box what doesn't work from the box is osgText and
other things that require the user to include his own shader to make work
things. I have code that replaces the estandard stats handler with one 100%
compatible with GLES 2.0 BUT it's not something that we can include in OSG
Hi,
According to the 3.0 release notes, OSG "introduces support for OpenGL ES 1.1,
OpenGL ES 2.0".
I'm using OSG 3.1.1, and I have built an application which works fine when I
compile OSG to use OpenGL. It's a pretty simple app that reads in a textured
3DS model and displays it.
However, whe
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