Hi Ge,


Hi Sebastian,

I don't need cube map to work. Please don't waste your time.

I was just going through OSG examples to understand how OSG can load arbitrary 
models while using core profile.
Starting with core profile is surely a good idea in general, but when it comes to OSG, you'll need some understanding of basic concepts, as you'll have to manage a lot of the stuff on your own. Simply loading a model, without post-processing will not work most of the time, as there is no gl_Light, gl_Material, etc.

In order to start with OSG and OpenGL simultaneously you might be better off learning about the fixed-pipeline and mechanism in OSG (Visitors, ReadCallbacks,..).


I got some OSG files loaded successfully by following osgshadercomposition, 
basically add some directional light and enable texture0.

However, when I tried some other files (see attached), my solution did not 
work. Since I am relatively new to OSG and OpenGL, my plan is to write a 
minimal example that can expose the flaws in my understanding.
It will not work for all models, and will fail in a lot of the cases with one set of shaders. If a model for instance has multiple textures active for one geometry, you'll have to create a shader which uses both. So you have to transport these properties on your own and for instance use the shader-composition to account for variations.

Thank you for your kind input.

Cheers,
Ge

PS: I don't think the problem is in the DAE plugin, because osgviewer works 
using the same DAE plugin.
osgViewer uses fixed-function by default, so one should expect it to work.

Cheers
Sebastian

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