On 24 February 2017 at 15:15, Werner Modenbach <[email protected]> wrote: > 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?
I don't know witthout testing your specific shader and scene graph setup. For your own work, if you can't switching completely to GL3 why not just use standard OSG build and not bother with the aliasing. For decent GL drivers you should get access to modern GL features via the OSG extension system, you don't need to go explicitly enabling GL3/GL4 features. the only exception is OSX and their CL3 core profile mess. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

