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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33082#33082 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

