Hi, Robert,
I managed to build OSG for our WinCE 7 platform and Android platforms with
GLES2 for our devices and discovered a bug introduced from 3.2.1. (3.2.0 is
fine)
It is in the
function State::convertVertexShaderSourceToOsgBuiltIns(std::string& source)
of osg\State.cpp
The line
// replace ftransform as it only works with built-ins
State_Utils::replace(source, "ftransform()",
"gl_ModelViewProjectionMatrix * gl_Vertex");
should be in front of State_Utils::replaceAndInsertDeclaration(source,
declPos, _vertexAlias._glName, _vertexAlias._osgName,
_vertexAlias._declaration);
Otherwise it ends up with invalid glsl shader source and not render
anything. I checked the 3.2.2 and 3.3.0, the bug is not addressed in either
versions.
The fix is moving
if (_useModelViewAndProjectionUniforms)... section
in front of
if (_useVertexAttributeAliasing)... section.
Cheers!
Bin
On Thu, Apr 16, 2015 at 7:39 PM, Robert Osfield <[email protected]>
wrote:
> Hi Roman,
>
> On 16 April 2015 at 08:58, Roman Grigoriev <[email protected]> wrote:
>
>> Hi, Robert!
>> Have you looked in patches or what is you decision about VAO?
>>
>
> Have just had a look at your changes to osg::Geometry/osg::DrawElements
> and osgText and they aren't any where near close enough to a form that is
> suitable for merging with the core OSG. The code as is will only work with
> a single graphics context, and for very specific combinations of
> osg::Geometry usage, outside of this it would cause crashes. While these
> bugs could be resolved the overall approach is awkward and adds a
> performance overhead to all users of the OSG, even ones that don't required
> VAO support.
>
> I will spend some time reviewing the VAO extension and have a think about
> how it should be done.
>
> Robert.
>
>
>
>
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>
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>
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