<div dir="ltr"><div><div>Hi,<br><br></div>I am not sure if the original poster is aware of this, the osgvertexattributes osg sample code is able to generate shaders from fixed function pipeline state sets in the scene graph and applies these shaders to the geometry.<br><br><a href="http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgvertexattributes/osgvertexattributes.cpp">http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgvertexattributes/osgvertexattributes.cpp</a><br><br>Christian</div></div><div class="gmail_extra"><br><div class="gmail_quote">2016-03-14 11:02 GMT+01:00 Sebastian Messerschmidt <span dir="ltr"><<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000"><span class="">
<div>Am 14.03.2016 um 09:16 schrieb Hyun
Kwon:<br>
</div>
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<font size="2">Hi Sebastian,</font></div>
<div style="direction:ltr"><font size="2"><br>
</font></div>
<div style="direction:ltr"><span class=""><font size="2">Thanks for the
reply.<br>
</font>
<div style="color:rgb(0,0,0);font-family:Tahoma;font-size:10pt"><br>
<blockquote style="margin:0 0 0 40px;border:none;padding:0px">
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<hr>
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<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>From:</b>
osg-users
[<a href="mailto:osg-users-bounces@lists.openscenegraph.org" target="_blank">osg-users-bounces@lists.openscenegraph.org</a>] on
behalf of Sebastian Messerschmidt
[<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>]</font></div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>Sent:</b>
Sunday, March 13, 2016 4:03 AM</font></div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>To:</b>
OpenSceneGraph Users</font></div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>Subject:</b>
Re: [osg-users] Running OSG models on OpenGLES2.0</font></div>
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<div>Hi Hyun,</div>
</div>
</div>
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<div>
<div><br>
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<div><br>
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<div>
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<div style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">Hi Chris,
</div>
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<div>I tried most of examples. Now I'm focusing on
glsl_simple.osgt as it looks simple, but only
the second row of shapes shows. If I modify the
vertex shader a little, I get to see both
first/second row.</div>
</div>
</blockquote>
</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>Can you tell us which platform you are using? You
usually don't have to add precision qualifiers to make
shaders work.
</div>
<div><br>
</div>
</div>
</blockquote>
I have Xilinx ZynqMP SoC with MALI 400MP, and I'm running
Ubuntu on it. I also have Yocto built rootfs. I've
integrated the MALI OpenGLES2 library/driver there, and I'm
building OSG manually. It fails to compile if I don't add
the precision for float & int in shaders. The OSG build
configuration is more or less as below (it's for 3.4.0),
with some addition to point to EGL/OPENGLES2 libraries and
headers:</div>
<div style="color:rgb(0,0,0);font-family:Tahoma;font-size:10pt"><br>
</div>
</span><div>
<blockquote style="color:rgb(0,0,0);font-family:Tahoma;font-size:10pt;margin:0px 0px 0px 40px;border:none;padding:0px">...<span class=""><br>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>
<blockquote type="cite">
<div style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">
<div>I've received some OSG model (file.osg) from
someone, and I was able to run it on the desktop
(OpenGL). I was told the OSG model runs on
OpenGLES2.0. For me to run it on OpenGLES2, I
added the precision qualifiers to build, but the
result still doesn't look correct. I'm not sure
if more / what modification is needed. For
example, I modified the OSG shader generator,
but it didn't help. Does OSG layers completely
abstract underlying APIs (OpenGL, OpenGLES,,,),
meaning the OSG models are API independent? or
does each OSG model have some API specific code?
For example, I don't see any precision
qualifiers in OSG examples, and does that mean
those models are not for OpenGLES2.0?</div>
</div>
</blockquote>
</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>OSG doesn't completely abstract the APIs, but it
can be built specifically to work with OpenGL ES, by
using the compiler flags you used. You will however
have to put some work into it, since you will have to
write shaders. Since you are not telling us which
"shader generator" you are using, it is hard to guess
what you are trying to achieve.
</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>There is not something like "models for
OpenGLES2.0". You will have to write appropriate
shaders and might have to run some visitors to change
fixed function pipeline functions in to
uniforms/attributes of the model.</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>For instance osg::Material is not working outside
the compatibility -profiles, so might have to run a
visitor, that parses osg::Material instances and
replaces them with uniforms or per-vertex attributes
which you will have to evaluate in the shader.
</div>
</div>
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<div>I'm trying to figure out where the issue
comes from: OSG model, OSG layers, OpenGLES
library.</div>
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<div><br>
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<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>Chris asked you for an example model that is not
working. You mentioned the glsl-simple model, which
from a glance doesn't have ES-compatible code. The
easiest thing to do is to start with a
model(preferably not containing shaders) and a simple
ES-Shader.</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>Unfortunately the examples here are relatively
rare. Might be a great opportunity to create some
minimalistic core/ES-based shader example and to
extend the OpenGL-ES pseudo loader.
</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div><br>
</div>
</div>
</blockquote>
<font face="Times New Roman" size="3">If there are already
OSG models confirmed to work with OpenGLES2, I'd use those
to validate my platform. But, none of examples in
OpenSceneGraph-Data shows correct results on my platform </font><span style="font-family:'Times New Roman';font-size:medium">(nothing
displayed except the glsl_simple.osgt)</span><span style="font-family:'Times New Roman';font-size:medium"> </span><span style="font-family:'Times New Roman';font-size:medium">comparing
to results from desktop with OpenGL. Once my platform is
confirmed to work, I will be able to focus
on debugging the model. With lack of OSG / shader
experience, I can't easily tell where the issue comes
from, and I'm looking for references for validation.</span></span></div>
</div>
</div>
</blockquote>
Can't you try some other GLES applications(plain OpenGL-ES without
OSG) and check their shader code? I believe there is a problem with
your system/driver, as there is no need to explicitly issuing the
precision in normal cases. <br>
All models should work in theory if you have some minimal shader for
it. <br>
Out of my head a minimal shader should look like the following. It
will display a red-colored version of your geometry. <br>
<br>
Vertex:<br>
#version 100<br>
attribute vec4 osg_Vertex;<br>
uniform mat4 osg_ModelViewProjectionMatrix;<br>
<br>
void main()<br>
{<br>
gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;<br>
}<br>
<br>
Fragment:<br>
<br>
#version 100<br>
<br>
void main()<br>
{<br>
gl_FragColor = vec4(1,0,0,1);<br>
}<br>
<br>
Setting this shader to you scene should display everything correct.
If my code is valid, it should compile without any precision
qualifiers. <br>
<br>
Cheers<span class="HOEnZb"><font color="#888888"><br>
Sebastian <br></font></span><span class="">
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</font></div>
<div><font face="Times New Roman" size="3">Thanks,</font></div>
<div><font face="Times New Roman" size="3">-hyun<br>
</font>
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<div>Thanks,</div>
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<div style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">
<div>-hyun </div>
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<div><br>
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<div><br>
</div>
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<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>Cheers</div>
</div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div>Sebastian </div>
</div>
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<div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>From:</b>
osg-users [<a href="mailto:osg-users-bounces@lists.openscenegraph.org" target="_blank">osg-users-bounces@lists.openscenegraph.org</a>]
on behalf of Chris Hanson [<a href="mailto:xenon@alphapixel.com" target="_blank"></a><a href="mailto:xenon@alphapixel.com" target="_blank">xenon@alphapixel.com</a>]</font></div>
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<div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>Sent:</b>
Friday, March 11, 2016 5:27 PM</font></div>
</div>
</div>
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<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>To:</b>
OpenSceneGraph Users</font></div>
</div>
</div>
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</div>
</div>
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<div>
<div style="font-family:Times New Roman;color:#000000;font-size:16px">
<div style="direction:ltr"><font face="Tahoma" color="#000000" size="2"><b>Subject:</b>
Re: [osg-users] Running OSG models on
OpenGLES2.0</font></div>
</div>
</div>
</div>
</blockquote>
</div>
</div>
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<div>
<div dir="ltr">OGL ES requires a shader. </div>
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<div>Many of the OSG-Data models don't
have shaders built into them, and will
not transform and rasterize as a result.</div>
</div>
</div>
</div>
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<div dir="ltr">
<div>Which OSG model did you try that had
most surfaces transparent?</div>
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<pre>_______________________________________________</pre>
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