Hi All
I've been using osgText on GLES1 with some good results, I'm now moving to
gles2 and am having some issues. I've attached a basic shader to get things
started which looks like the following
"uniform sampler2D diffuseTexture;\n"
"varying mediump vec2 texCoord0;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(diffuseTexture, texCoord0).aaaa;\n"
"}\n"
This has worked in the past on windows and i've seen it mentioned in this
post
http://forum.openscenegraph.org/viewtopic.php?t=5340
However on GLES 2 I'm getting just solid white quads at the location of
each texture quad. I've found this in my log output
>>
Created new 0x8e5e410 TextureObject, _numOfTextureObjects 1
glGetString(GL_RENDERER)==PowerVR SGX 535
before Glyph::subload(): detected OpenGL error: invalid enumerant
after Glyph::subload() : detected OpenGL error: invalid enumerant
glTexSubImage2D(0xde1 ,0
1 ,1
18 ,22
0x1906
0x1401
0x8e21fa0);
Glyph::subload(): texture sub-image width and/or height of 0, ignoring
operation.
Glyph::subload(): texture sub-image width and/or height of 0, ignoring
operation.
<<
The width and height look to be 18 and 22 to me, does anyone know what the
issue might be.
Cheers
Tom
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