Hi Robert

You are right about the #if OSG_GL_FIXED_FUNCTION_AVAILABLE I keep doing
that lately, sorry. Your solution of moving the applyTextureMode is much
cleaner.

>>Does the standard texture subloading work under GLES/iOS?  If so then the
blanket setting of the static s_subloadAllGlyphsTogether flag
is inappropriate.

Yes text works fine on GLES IOS, but I thought it was covered with GLES2
defines.

#ifdef OSG_GLES2_AVAILABLE
    //gles2 standard mipmapping generation is not supported, so each time a
subload
    //is done we have to call glGenerateMipmaps, this is slow so best to
use subloadAllTogether mode
    //at least this is the case on IOS, other platforms may differ but
should still work anyway
    if(isMipmapped){
       s_subloadAllGlyphsTogether = true;
    }
#endif
etc


>>I thinking that we'll need a local subloadAllGlyphsTogether flag that uses
the static s_subloadAllGlyphsTogether value is it's initial value then use
this to determine whether to do the full copy or not for that font.

I've had to take a second look here and only just realised
that s_subloadAllGlyphsTogether is only set once. So do you suggest moving
the above out of the if (!s_renderer) statement, and changing to more like

_ subloadAllGlyphsTogether = s_subloadAllGlyphsTogether;
#ifdef OSG_GLES2_AVAILABLE
    //gles2 standard mipmapping generation is not supported, so each time a
subload
    //is done we have to call glGenerateMipmaps, this is slow so best to
use subloadAllTogether mode
    //at least this is the case on IOS, other platforms may differ but
should still work anyway
    if(isMipmapped){
       _subloadAllGlyphsTogether = true;
    }
#endif

Then use _subloadAllGlyphsTogether when doing the actual subloading?

Tom




Tom
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