Hi Liu,

as you already indicated in other posts - you have read my advice to other
people in this situation
And here I repeat it use Cedrik Pinson osgjs format ( exporter for osg
converter  is here
https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs ) it
looks very suitable for  OpenGL ES 2.0 models. To use it, though, you will
need to write your own loader


Regards
Sergey

On Mon, Nov 10, 2014 at 1:23 PM, Liu Xiao <[email protected]> wrote:

> Thanks ! That is really a simple and nice example for me, I will try it
> and feedback when I get succeed.
>
> I think your solution is loading texture separatly , while my osg file is
> binding with texture. I donot know how to convert fbx to osg format for
> external texture file.
>
> However, the following shader works for my young.osg file here :
>
>
> Code:
>     static const char gVertexShader1[] =
>     "varying vec2 v_texCoord;                                         \n"
>     "void main() {
>   \n"
>     "    gl_Position  = gl_ModelViewProjectionMatrix * gl_Vertex;
>  \n"
>     "         v_texCoord   = gl_MultiTexCoord0.xy;
>                                 \n"
>     "}
> \n";
>
>     static const char gFragmentShader1[] =
>     "varying  mediump vec2 v_texCoord;
>                               \n"
>     "uniform sampler2D sam;
>                                                         \n"
>     "void main() {
>                                                                 \n"
>     "gl_FragColor = texture2D(sam, v_texCoord);
>                                             \n"
>     "}
>
>
>
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