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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