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


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http://forum.openscenegraph.org/viewtopic.php?p=61618#61618





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