Hi,

I’m currently evaluating OSGs OpenGLES 2.0 capabilities on Windows with 
PVRVFrame (OpenGLES 2.0 Emulator). “OSG core” compiles and runs fine (simple 
textured model and an osgText node). So the next step is to test the other 
nodekits/plugins/advanced features. Can someone please give me a short overview 
of the current OpenGLES 2.0 status and answer the following questions?

- Which nodekits/plugins run without modifications on OpenGLES 2.0? 

- What if a nodekit/plugin composes a subgraph which is not compatible with 
OpenGLES 2.0 (e.g. uses FFP or the shader source cannot be converted)? Do I 
have to manually attach an OpenGLES 2.0 compatible shader program to every 
node/subgraph? Will the ShaderComposer automatically insert shader programs to 
the nodes/subgraphs to emulate the FFP in the future?

- I’m having problems with the HW mipmap generation. I get only black textures 
when activating the HW support. Mipmaps generated by SW are working fine. Does 
HW mipmap generation work on the IPhone with OSG?

- Does the IPhone git branch have more adaptions regarding OpenGLES 2.0 or is 
the main branch up to date?

I’m new to OSG so please correct me, if I got something wrong! :-)

Thanks,
Christian

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http://forum.openscenegraph.org/viewtopic.php?p=33082#33082





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