OSG core works from the box what doesn't work from the box is osgText and
other things that require the user to include his own shader to make work
things. I have code that replaces the estandard stats handler with one 100%
compatible with GLES 2.0 BUT it's not something that we can include in OSG
because a more general solution is needed. If you want to use those
features simply include a shader that complies with GLSL/gles2 standard.

3ds can be rendered en GLES 1.0 and 2.0. Either you haven't included the
plugin and used the static initializer (if you are in Iphone or Android) of
the plugin or you have a model that uses some caracteristics not presented
in gles 2.0 like DXT compressed textures (something that we can't do a
thing)

So... first check if the model is even loaded and if OSG complains about it.

2013/1/4 Paul Heraty <[email protected]>

> en 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!
>
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