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()->getGraphicsContext()->getState()-> setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE) to try and get a bit more info on the error. Something like APITrace ( https://github.com/apitrace/apitrace) might help too if you can get it running on the target platform. To get textures working properly on my platform I had to make a couple of changes to the source. Unfortunately, for some stupid reason I accidentally scrubbed the git history so I don't really have diffs of all the changes I made. One specific thing I remember was having to set _glMaxTextureCoords = 1 in /src/osg/State.cpp to get textures working on my device. Replace the if clause on line 900 with: if ( osg::getGLVersionNumber() >= 2.0 || osg::isGLExtensionSupported(_contextID,"GL_ARB_vertex_shader") || OSG_GLES2_FEATURES) { glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,&_glMaxTextureUnits); #ifdef OSG_GLES2_AVAILABLE _glMaxTextureCoords = 1; #else glGetIntegerv(GL_MAX_TEXTURE_COORDS,&_glMaxTextureCoords); #endif } Preet
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