Hi Alistair,
>in that case was to just use setTextureAttribute
a correct solution,
So possibly a fix for those unaware of this subtle difference to just
have in setTextureAttributeAndModes for OpenGL ES 2.0 a similar code as for
setTextureAttribute
void StateSet::setTextureAttributeAndModes(unsigned int unit,StateAttribute
*attribute, StateAttribute::GLModeValue value)
{
if (attribute)
{
if (attribute->isTextureAttribute())
{
if (value&StateAttribute::INHERIT)
{
removeTextureAttribute(unit,attribute->getType());
}
else
{
setAttribute(getOrCreateTextureAttributeList(unit),attribute,value);
#ifndef OSG_GLES2_AVAILABLE
setAssociatedTextureModes(unit,attribute,value);
#endif
}
}
else
{
OSG_NOTICE<<"Warning: non texture attribute
'"<<attribute->className()<<"' passed to
setTextureAttributeAndModes(unit,attr,value), "<<std::endl;
OSG_NOTICE<<" assuming setAttributeAndModes(attr,value)
instead."<<std::endl;
OSG_NOTICE<<" please change calling code to use
appropriate call."<<std::endl;
setAttribute(attribute,value);
}
}
}
Regards
Sergey
On Tue, Sep 9, 2014 at 2:58 PM, Alistair Baxter <[email protected]> wrote:
> I found the solution in that case was to just use setTextureAttribute
> rather than setTextureAttributeAndModes in OpenGL ES 2 builds.
>
>
>
> However, since glEnable(GL_TEXTURE_2D) is a mistake in GLES2, it would be
> better if osg didn’t ever try to do that for GLES2 contexts.
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org