[osg-users] osg_MultiTexCoord0 on OpenGL 2 vs GLES2

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Wed Feb 10 01:06:00 PST 2016


Hi Pierre,

In order to use the osg_XXX replacements outside of GLES/GL3 etc.-builds 
you need to inform the viewer to supply them:

...
viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true); 
//you're doing this already
viewer->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);

cheers
Sebastian
> Hi,
>
> I am working on an application that has to work both on regular Ubuntu environment and on Android. So I have written a couple of shaders in order to comply with GLES2 specs.
> The problem is, with regular OpenGL profile on Ubuntu, the same shader is not working properly: the osg_MultiTexCoord0 seems to not be working, while gl_MultiTexCoord0 works (but obviously noton GLES2 of course).
>
> Here is my vertex shader:
>
> Code:
>
> attribute vec4 osg_Vertex;
> uniform mat4 osg_ModelViewProjectionMatrix;
> attribute vec4 osg_MultiTexCoord0;
> varying vec4 texCoord;
>
> void main(void) {
> gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
> texCoord = osg_MultiTexCoord0;
> }
>
>
>
>
> The fragment shader is just applying the texture thanks to the texCoord variable.
>
> So on GLES2 this vertex shader works properly, but on OpenGL 2  I have to replace osg_MultiTexCoord0 by the old gl_MultiTexCoord0 in order to make it work.
>
> I have tried with OSG 3.2 (as apt packages on Ubuntu), 3.4 and 3.5 as sources, and I always get the same results.
> I have applied setUseModelViewAndProjectionUniforms(true) on my graphics context state to enable osg_* matrices.  Is there a possibility to also enable other osg_* variables ?
>
> Thank you!
>
> Cheers,
> Pierre-Jean
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66255#66255
>
>
>
>
>
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