Hi Preet,

I'm afraid I too busy with other tasks to go into detail discussion
about this stuff right now.

My personally recommendation would be to take things steadily with
learning and experimenting with different elements one at a time.
Rather than dive into OpenGL ES 2 right away I would suggest getting
to know GLSL and how you the associated shaders, uniforms and programs
in the OSG - it's all driven via osg::StateSet as with the fixed
function pipeline so the usuge of the OSG stays pretty similar - you
just have to replace the fixed function pipeline state with shaders.

Examples the osgshader* and osg*shader examples will all be good
starting places to learn how the OSG manages working with shaders.
Also do a search through the whole OSG to see where
osg::Shader/osg::Program and osg::Uniform are used to see other codes
us it.

When using OpenGL 2.0 + GLSL you can still use built-in uniform state
such as gl_ModelViewMatrix etc but once you go fully over to OpenGL
3.x and OpenGL ES 2.0 you'll need to provide uniforms for these
yourself, in special cases like gl_ModelViewMatrix the osg::State has
support for automatically setting an osg_ModelViewMatrix for you.
However with the later work I wouldn't recommend diving in until you
are very comfortable with the OpenGL 2.0 + GLSL usage of shaders.

Robert.
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