Hi Sebastian,

Thank you. It works as expected. I was wondering what this method was doing, its name was not really helping me when I saw it while doing some research.

Thanks,

cheers,
Pierre-Jean
Le 10/02/2016 10:06, Sebastian Messerschmidt a écrit :
Hi Pierre,

In order to use the osg_XXX replacements outside of GLES/GL3 etc.-builds you need to inform the viewer to supply them:

...
viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true); //you're doing this already viewer->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);

cheers
Sebastian
Hi,

I am working on an application that has to work both on regular Ubuntu environment and on Android. So I have written a couple of shaders in order to comply with GLES2 specs. The problem is, with regular OpenGL profile on Ubuntu, the same shader is not working properly: the osg_MultiTexCoord0 seems to not be working, while gl_MultiTexCoord0 works (but obviously noton GLES2 of course).

Here is my vertex shader:

Code:

attribute vec4 osg_Vertex;
uniform mat4 osg_ModelViewProjectionMatrix;
attribute vec4 osg_MultiTexCoord0;
varying vec4 texCoord;

void main(void) {
gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
texCoord = osg_MultiTexCoord0;
}




The fragment shader is just applying the texture thanks to the texCoord variable.

So on GLES2 this vertex shader works properly, but on OpenGL 2 I have to replace osg_MultiTexCoord0 by the old gl_MultiTexCoord0 in order to make it work.

I have tried with OSG 3.2 (as apt packages on Ubuntu), 3.4 and 3.5 as sources, and I always get the same results. I have applied setUseModelViewAndProjectionUniforms(true) on my graphics context state to enable osg_* matrices. Is there a possibility to also enable other osg_* variables ?

Thank you!

Cheers,
Pierre-Jean

------------------
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