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
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66255#66255
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