Hi, I would like to try the osgjs plugin. But as my application need to show all fbx files users provide. I cannot write shaders for every 3d models.
Is there anyway I can do this? Thanks! Sergey Kurdakov wrote: > 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 > (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 < ()> 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" > > "} > > > > > > > > > > > > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61618#61618 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

