Hi Robert, Before submission, I only tested in my application which runs with GLCORE build option. Sorry about that... I can now reproduce the problem on Windows 7 with intel graphics and GL2 build option.
One of the issue is that the shader is using osg_Vertex and osg_ModelViewProjectionMatrix. Therefore, one needs to call State::setUseModelViewAndProjectionUniforms and State::setUseVertexAttributeAliasing in order to use this technique. Any idea of work around? When I do call the two State methods in the osgoutline example, the outline is correctly rendered, but the model is not correctly shaded anymore. (one unique color that changes with orientation) Do you know what can possibly cause this? Rémi Le 14/07/2015 18:07, Robert Osfield a écrit : > 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] > <mailto:[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] >> <mailto:[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 >> >> _______________________________________________ >> osg-submissions mailing list >> [email protected] >> <mailto:[email protected]> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >> >> >> >> >> _______________________________________________ >> osg-submissions mailing list >> [email protected] >> <mailto:[email protected]> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > _______________________________________________ > osg-submissions mailing list > [email protected] > <mailto:[email protected]> > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
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