HI Sergey,

osg::State has support for aliasing the gl_Vertex, gl_Color etc. attributes
to osg_Vertex, osg_Color etc just in the same way as gl_ModelViewMatrix is
mapped to osg_ModelViewMatrix etc.  You just need to enable it via
osg::State::setUseVertexAttributeAliasing(true); i.e.


graphicscontext->getState()->osg::State::setUseVertexAttributeAliasing(true);

Robert.

On 8 September 2014 14:49, Sergey Kurdakov <[email protected]> wrote:

> 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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>
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