Hi Robert,

thanks, really there is

osg_MultiTexCoordi

somehow missed it

Regards
Sergey

On Mon, Sep 8, 2014 at 7:07 PM, Robert Osfield <[email protected]>
wrote:

> 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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