[osg-users] osgText and OpenGL ES 3
Benjamin Rollet
benjamin.rollet at sogeti.com
Tue Aug 2 07:20:16 PDT 2016
Thanks for your answer Sebastian.
I am using the gl3TextVertexShader and gl3TextFragmentShader shaders from the example, juste modifying the version to be GLES 3 compatible: #version 300 es
Here is the code:
Code:
static const char *gl3TextVertexShader = {
"#version 300 es\n"
"in vec4 osg_Vertex;\n"
"in vec4 osg_Color;\n"
"in vec4 osg_MultiTexCoord0;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"out vec2 texCoord;\n"
"out vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
" texCoord = osg_MultiTexCoord0.xy;\n"
" vertexColor = osg_Color; \n"
"}\n"
};
static const char *gl3TextFragmentShader = {
"#version 300 es\n"
"uniform sampler2D GlyphTexture;\n"
"in vec2 texCoord;\n"
"in vec4 vertexColor;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = vertexColor * texture(GlyphTexture, texCoord).rrrr;\n"
"}\n"
};
Following the example and your recommendation, I specified the uniform (not present in the original example):
Code:
osg::Group* rootNode = new osg::Group;
osgText::Font* font = osgText::readFontFile("fonts/ArialMT.ttf");
//osg::setNotifyLevel(osg::INFO);
osg::Geode* geode = new osg::Geode;
rootNode->addChild(geode);
bool useVBOs = true;
osg::Program* program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3TextVertexShader));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3TextFragmentShader));
osg::ref_ptr<osg::Uniform> textTexture = new osg::Uniform("GlyphTexture",0);
osg::StateSet* ss = geode->getOrCreateStateSet();
ss->addUniform(textTexture);
ss->setAttributeAndModes(program, osg::StateAttribute::ON);
But the result is the same.
What I am doing wrong?
Cheers,
Benjamin
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http://forum.openscenegraph.org/viewtopic.php?p=68255#68255
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