hi Sergey,

On 9 September 2014 13:32, Sergey Kurdakov <[email protected]> wrote:

> my previous 'solution' was y wrong, because there are other possible modes
> being assosiated.
>
> So better  as no Texture modes are associated with textures in OpenGL ES
> 2.0
>
> to ifndef code in
>
> osg/Texture header file
>
> instead of
>
>  virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
>         {
>             usage.usesTextureMode(getTextureTarget());
>             return true;
>         }
>
> to have
>
> virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
>         {
>             #ifndef OSG_GLES2_AVAILABLE
>             usage.usesTextureMode(getTextureTarget());
>             return true;
>             #else
>             return false;
>             #endif
>
>         }
>


I like this solution.  I haven't looked up the docs on GL4/GL3 core
profile, so wonder if the same would be applicable.

Although technically one shouldn't be use StateSet::setTextureAndMode() on
GLES2, when porting code between different versions of GL/GLES having
setTextureAndModes() usage with the fallback is probably best.

Robert.
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