On Mon, Mar 14, 2016 at 1:30 PM, Hyun Kwon <[email protected]> wrote:
> > I agree, but some information can not be disclosed here. > Well, we're probably at the limit of what we can help you with in a public forum then. > So, from what I understood so far, if someone like me integrated the OSG > layer into some OpenGLES system, there's not much way (examples) to > validate the platform. In that way, I thought I'd be able > to isolate problems at least. > Yes, and no. usually someone porting to OpenGL ES2 will already have a test model with GLES2-compliant shaders before porting and will know what to expect. OSG is not itself very ES-centric, so it doesn't have a lot of ES-compliant test examples that also work in non-ES. If you want more help, I'd suggest contracting someone (like my company, AlphaPixel) who can execute an NDA and help you actually troubleshoot your live code and data. AlphaPixel has gobs of experience with OSG on OpenGL ES. -- Chris 'Xenon' Hanson, omo sanza lettere. [email protected] http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
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