Hi Christian/Robert

Christian about your questions

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

I have built every plugin and node kit that does not require any external
libs. i havn't tested them all but have tested. IVE, OSG, IMAGEIO, FREETYPE
(but think this might have recently broken), BMP. I am also actively using
core libs OSG, OSGUTILS, OSGDB, OSGVIEWER, OSGGA, OSGANIMATION and some
others I think.

- 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?

At the moment you have to manually attched shaders as the current ShaderGen
uses some features that only exist with the fixed function pipeline and does
not use the precision stuff required by glsles shaders.

- 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?

Harware mipmapping in OSG uses the GLU lib. This isn't available on iOS so
won't work.

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

Not at the moment, but i do have a little proposal below.


I too have been keen to learn about ShaderComposition. I noticed traces of
it in the last checkout I did. As I'm now using GLES 2 full time I was
wondering if I should modify ShaderGen to work with GLES 2 and add it to the
IPhone branch to help ease things till Robert finds time to complete
ShadeComposition. I have a fair bit of free time at the moment so could do
it now and would probably save you being hassled too much Robert. What do
you think? Would only take an a few hours I recon, but we would loose lights
etc for a short while. Maybe the we can tell everyone to always attach a
myLightPos uniform to the root of their graph and use that in the shaders
for now? i now this would save be a lot of time at the moment.


Cheers
Tom
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