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
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 =
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
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
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