Re: [osg-users] ShaderGen and OpenGL ES2

2011-04-18 Thread Robert Osfield
HI Ankur, osgUtil::ShaderGen was written for GL2 rather than GLES2, and we've just quickly used this class as a fallback to provide some basic fallback functionality, it's certainly not a ideal solution for GLES2 or able to cope with all fixed function state. I'm not personally working on

Re: [osg-users] ShaderGen and OpenGL ES2

2011-04-15 Thread Ankur Gandhi
Hi Robert, I am using OSG 2.9.11 dev release. recently I have started working on OSG over GLES2. Although my OSG based code is working fine on OpenGL based system, i face similar issues that of Yun-Ta on GLES2. My test application is importing a plain 3ds max object onto screen along with

[osg-users] ShaderGen and OpenGL ES2

2010-06-30 Thread yun-ta.tsai
Hi all, I am trying to test OSG (2.9.8) on N900 with OpenGL ES2. However, ShaderGen.cpp seems to be not fully compatible with OpenGL ES2 standard. For instance, gl_LightSource is not defined in ES2 and precision attribute (mediump / highp / lowp) has been missing. The later one can be

Re: [osg-users] ShaderGen and OpenGL ES2

2010-06-30 Thread Robert Osfield
Hi Yun-Ta, ShaderGen assumes OpenGL 2 feature set, so items like the built in gl_* uniforms and vertex attributes are used. osg::State does map automatically a number of these uniforms for GLE2 but doing a search and replace of them, this isn't exhaustive though. The work I'm just starting now