Re: [osg-users] Does OSG support ES2.0?

2013-01-17 Thread Paul Heraty
Hi Preet, that worked a treat! I now have the statistics text workong on ES2 for my app! Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51998#51998 ___ osg-users mailing

Re: [osg-users] Does OSG support ES2.0?

2013-01-09 Thread Preet
Hi Paul, On Tue, Jan 8, 2013 at 8:20 AM, Paul Heraty heratyp...@eircom.net wrote: Hi Preet, Do you have a copy of the shaders in that code that you can share please: shaders/NoShading_vert.glsl shaders/NoShading_frag.glsl They are in the same repo:

Re: [osg-users] Does OSG support ES2.0?

2013-01-08 Thread Paul Heraty
Hi Preet, Do you have a copy of the shaders in that code that you can share please: shaders/NoShading_vert.glsl shaders/NoShading_frag.glsl Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51841#51841

[osg-users] Does OSG support ES2.0?

2013-01-04 Thread Paul Heraty
Hi, According to the 3.0 release notes, OSG introduces support for OpenGL ES 1.1, OpenGL ES 2.0. I'm using OSG 3.1.1, and I have built an application which works fine when I compile OSG to use OpenGL. It's a pretty simple app that reads in a textured 3DS model and displays it. However, when

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Jorge Izquierdo Ciges
OSG core works from the box what doesn't work from the box is osgText and other things that require the user to include his own shader to make work things. I have code that replaces the estandard stats handler with one 100% compatible with GLES 2.0 BUT it's not something that we can include in OSG

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Paul Heraty
Hi Jorge, first off, thanks for the quick reply! My model is being read in correctly. In fact, I can display it using the shaders I've attached above. What I'm concerned about are two things: 1/ Why all the warnings appear that I posted above? I attached the shader program to the root node,

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Paul Heraty
Hi, after removing everything from my SG except the node with the 3DS model, I now see only a few warnings in the logfile. After the shaders are compiled and textures loaded, I get Code: Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile openGL extension '' is not

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Jorge Izquierdo Ciges
osg Text is really easy to make it work with ogl, you have to use a shaders that is inherited by the osgText node that can read from texture and that's pretty much all. The other errors... well openGL extension is not supported will be probably because it needs some qualifier that it's not

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Preet
To follow up on Jorge's reply: Here's an example of how you can use shaders for osgText: https://github.com/preet/scratch/blob/master/openscenegraph/osg_text_geometry/main_old.cpp If you're still having issues, increase the OSG debugging output: (osg::setDebugNotify(...)) and