Hi Remo
Hi Sebastian
I'm wondering if you have a running osgText on MacOSX Core Profile. Your
shader-code is not compatible with it. I've written a partial working version
of this shader. I also found that the Glyph Texture is created with red. But i
think something is wrong with the texturecoordinates. I don't see any glyph.
I'm not using MacOSX, but I'm running on core profile under Windows and
the shader seems to work for osgText there.
Code:
uniform sampler2D glyphTexture;
in vec2 texCoord;
out vec4 color;
void main()
{
color = vertexColor * texture(glyphTexture, texCoord).r;
}
Basically the font should be white and modulated by the vertex color. I
would have to dive into the implementation to see, why your information
is in the red-channel. It might very well be, that the osgText is using
GL_RED or something else which I can access via the .a swizzle in my
driver.
I'm not sure the code of "Text::drawForegroundText" can work with VAO (It's
required on MacOSX)
I'm not sure if the VAO path is used on my side. So I can't help you
with this one.
Cheers
Sebastian
Here you find a draw dump from MacOSX:
[Image: http://forum.openscenegraph.org/files/dump_202.png ]
Cheers,
Remo[/img]
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70036#70036
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