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
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
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
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
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