Hi All,

there is a nice answer on  how to use textures in shader
here http://forum.openscenegraph.org/viewtopic.php?t=8273 ( see answer
by Skylark
(Jean-Sébastien Guay) )

now in OpenGL ES 2.0 there is no such feature as possibility to address

gl_TexCoord[0].st

there is a need to pass it in a separate step so in shader it is possible
to access texture coordinate - say by such declaration:

attribute vec2 a_TexCoordinate;

thus setting setTexCoordArray won't automatically pass any data, and
overall lack of texture coordinates seem to brake the overall osg way to
pass everything to program.

so the question is how to appoach the issue to pass texture coordinates to
OpenGL ES 2.0 in unified way?

Just a thought then:
OpenSceneGraph has a nice feature like osg_ModelViewMatrix, ideally for
platforms which lack gl_TexCoord support there could be similar build in
attributes/uniforms, but I cannot find them.

so if there is not unified way already ( maybe there is , just I'm not
aware ) any pointers ( or what should be changed to add a glue to bring
setTexCoordArray to shader attributs/uniforms ) are welcome.

Regards
Sergey
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