Hi Robert,
thanks for the good explanations - as we are used from your side :-)
I cannot switch completely to gl3 because I have customers whose
hardware/driver doesn't support it
So at the start of the application I analyze it and use the
camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);
camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3);
accordingly. It's for sure a burden but what can I do?
Thanks for your excellent support!
- Werner -
Am 24.02.2017 um 16:09 schrieb Robert Osfield:
On 24 February 2017 at 14:30, Werner Modenbach
<[email protected]> wrote:
that's great. It works with the shader you suggested.
Strange is, that just using vertex color doesn't work. It seems alpha is set
to transparent (0).
Also a texture is set but only alpha has a meaning. Texture color is black.
That looks odd to me.
If you build the OSG against the GL3 core profile it maps the texture
format to GL_RED rather than GL_ALPHA as the later is no longer
supported. The graphics hardware doesn't expand GL_RED in the same
way as GL_ALPHA so it can cause problems. It's a bit of pain having
GL pull the rug from GL_ALPHA as it has a particularly useful mapping.
Potentially one could use texture swizzle to get round this but it's
not support on all GL versions.
Robert.
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