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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