The Z buffer wasn't explicitly set in the blackberry utils... I played
around with the screen modes and EGL attributes (used RGBA and had
to specify a 24bit depth buffer with 8 bit stencil) and now it works!
Yup. Exactly my experience.
It's a bit slow on the device with higher poly
Hi
gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such,
which osg uses to manage lighting. To calculate proper lighting you should
supply shaders with light source parameters(position\direction, color etc)
through uniforms and use those.
Cheers,
Sergey.
06.06.2012,
On Wed, Jun 6, 2012 at 5:30 AM, Sergey Polischuk pol...@yandex.ru wrote:
Hi
gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such,
which osg uses to manage lighting. To calculate proper lighting you should
supply shaders with light source parameters(position\direction,
It looks like backface culling is off (GLES2 does have back face
culling). Turn this on.
It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context poorly via EGL. On some
Adreno GLES2 devices I've used, I had to drop down to a
On Wed, Jun 6, 2012 at 5:48 PM, Chris Hanson xe...@alphapixel.com wrote:
It looks like backface culling is off (GLES2 does have back face culling).
Turn this on.
It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context
Hi
You should read gles2 spec if you'll make apps running with it. There are no
builtins gl_FrontColor and gl_Color in gles 2. Use your own varyings.
Cheers.
05.06.2012, 00:49, Preet prismatic.proj...@gmail.com:
Hiya,
I managed to compile and deploy a small OSG test application on the
You either need to write your own GLES2 shader (that's GL2 you have
above) or use a shader gen tool that will generate one for you on the fly.
Where did the shader, above, come from?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training •
On Tue, Jun 5, 2012 at 12:17 PM, Chris Hanson xe...@alphapixel.com wrote:
You either need to write your own GLES2 shader (that's GL2 you have above)
or use a shader gen tool that will generate one for you on the fly.
Where did the shader, above, come from?
It was automatically genereated
Hiya,
I managed to compile and deploy a small OSG test application on the
Playbook, but have run into some trouble getting it to work correctly.
I'm not creating my own context or windowing system; instead I'm using
osg's GraphicsWindowEmbedded with Qt. As a test, I set up a scene with
a rotating
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