[osg-users] bug: osgText doesn't work on MacOSX GL4.x with VAO

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Tue Jan 24 05:25:24 PST 2017



Hi Remo
> Hi Sebastian
>
> I'm wondering if you have a running osgText on MacOSX Core Profile. Your shader-code is not compatible with it. I've written a partial working version of this shader. I also found that the Glyph Texture is created with red. But i think something is wrong with the texturecoordinates. I don't see any glyph.
I'm not using MacOSX, but I'm running on core profile under Windows and 
the shader seems to work for osgText there.
>
>
> Code:
> uniform sampler2D glyphTexture;
> in vec2 texCoord;
> out vec4 color;
> void main()
> {
>   color = vertexColor * texture(glyphTexture, texCoord).r;
> }

Basically the font should be white and modulated by the vertex color. I 
would have to dive into the implementation to see, why your information 
is in the red-channel. It might very well be, that the osgText is using 
GL_RED or something else which I can access via the .a swizzle in my 
driver.

>
>
>
>
> I'm not sure the code of "Text::drawForegroundText" can work with VAO (It's required on MacOSX)
I'm not sure if the VAO path is used on my side. So I can't help you 
with this one.

Cheers
Sebastian
>
> Here you find a draw dump from MacOSX:
>
> [Image: http://forum.openscenegraph.org/files/dump_202.png ]
>
> Cheers,
> Remo[/img]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70036#70036
>
>
>
>
>
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