Hi,

According to the 3.0 release notes, OSG "introduces support for OpenGL ES 1.1, 
OpenGL ES 2.0". 

I'm using OSG 3.1.1, and I have built an application which works fine when I 
compile OSG to use OpenGL. It's a pretty simple app that reads in a textured 
3DS model and displays it.

However, when I recompile OSG to use OpenGL ES2.0, the same application doesn't 
work so well. For example, the statistics text that appears from the 
osgViewer::StatsHandler does not appear at all, and I get lots of messages such 
as:

Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0x4000
Warning: Light::apply(State&) - not supported
Warning: Material::apply(State&) - not supported
Warning: TexEnvCombine::apply(State&) - not supported
Warning: TexGen::apply(State&) - not supported
Warning: TexMat::apply(State&) - not supported

I've tried using the default OSG shaders and my own custom ones, but I get the 
same issues.

For reference, my (simple) shaders are:


Code:
varying mediump vec4 col;
varying mediump vec2 texcoord;
uniform mat4 osg_ModelViewProjectionMatrix;
attribute vec4 osg_MultiTexCoord0;
attribute vec4 osg_Color;
attribute vec4 osg_Vertex;
void main() {
  gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
  texcoord = osg_MultiTexCoord0.st;
  col = osg_Color;
}



and


Code:
varying mediump vec4 col;
varying mediump vec2 texcoord;
uniform sampler2D diffuseMap;
void main()
{
  vec4 base = texture2D(diffuseMap, texcoord);
  vec4 color = base;
  color *= col;
  gl_FragColor = color;
}



When I search the forums, I see lots of posts where people faced similar 
problems. But it's unclear how many of these problems have been 'fixed' in the 
main OSG code now.

So my question is: does the latest OSG (3.1.1) work with GLES2.0 or not? 

If it doesn't work 'out of the box', is there a document or example anywhere 
that shows how to display a 3ds model in ES2.0?

Thank you!

Cheers,
Paul

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51768#51768





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