Hi Remi,

I have just tried your changes, applying them to svn/trunk, however with a
standard build of the OSG the osgoutline example now doesn't render an
outline.  The OSG-3.4 branch without your changes works fine.

I am working under Kubuntu 15.04, with NVidia 760 + NVidia drivers.

Any ideas?
Robert

On 4 July 2015 at 14:55, Thebault, Remi <[email protected]> wrote:

>  Hi Robert
>
> How about this?
> I've followed your lead regarding the two separate techniques.
> I'm just not sure how to handle shader portability. The user can supply a
> program as argument with color uniform name. If none is supplied, it
> defaults to the minimal glsl 330 shader of my previous proposal.
> What do you think?
>
> Regards,
> Rémi
>
>
> Le 03/07/2015 08:16, Robert Osfield a écrit :
>
>  Hi Remi,
>
>  I have just done a quick review of your changes and feel that it would be
> more useful if there was two separate techniques implemented - and old
> fixed function approach and a new shader based one.  On GLES2+GL3+ one
> would not implement the fixed function one and just have the shader one,
> while on other GL variations one would be able to select either at runtime.
>
>  Thoughts?
>  Robert.
>
> On 2 July 2015 at 13:02, Thebault, Remi <[email protected]> wrote:
>
>>  Hello
>>
>> osgFX::Outline does not work in GL3 mode
>> I get the following warnings, and no outline rendered
>>
>> Warning: PolygonMode::apply(State&) - only GL_FRONT_AND_BACK is supported.
>>
>> Warning: Material::apply(State&) - not supported.
>>
>> Attached is a simple fix.
>> I changed the line polygon mode from GL_BACK to GL_FRONT_AND_BACK.
>> I introduced a minimal shader program with material color uniform.
>>
>> I surrounded changes with OSG_GL3_AVAILABLE preprocessor tests
>>
>> now rendering works, and I don't get the warnings anymore.
>>
>> please review
>>
>> Cheers,
>> Rémi
>>
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>
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