[osg-users] OSG using OpenGL ES 2.0 on IPhone

2010-08-26 Thread Robert Timm
Hello, In this post I want to report my progress on using OSG with OpenGL ES 2.0 on the IPhone. I am using OSG for my master thesis at the HPI. I needed a cross platform rendering system which supports OpenGL ES 2.0 (to have shader support on iOS). OSG was the only mature rendering system

Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2010-08-27 Thread Robert Timm
Ok, to keep this up to date, I managed to render a textured model using OpenGL ES 2.0 on the IPhone. But I am not sure whether this is the way to go... Vertex Shader: Code: varying highp vec2 tex_coord0; varying highp vec3 normal; varying highp vec4 position; void main(void) { tex_coord0 =

Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2010-10-13 Thread Robert Timm
Hello, @Robert: Thanks a lot for your explanations! @tomhog: Very kind you mention that. I will check out the new version soon. Currently I was working on getting FreeType fonts rendered on the IPhone using ES2. There are still some problems, I am looking into that and will post updates into

Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2011-03-22 Thread Robert Timm
Hi there, there are another two tiny patches I want to provide. They fix two OpenGL errors (printed as OSG warnings to stdout/stderr) which appeared on my machine when using a OpenGL ES 2 build. 1. One warning was written repeatedly to the terminal (while font rendering): Warning: detected