@Dorald wrote:
Hi all .
I'm trying to port "pointsAsTexturesExample" on iOS but I can't set the texture color .Vertex Shader:
attribute vec4 position; uniform mat4 modelViewProjectionMatrix; attribute vec4 aColor; varying vec4 vColor; void main(){ gl_PointSize = 28.0; gl_Position = modelViewProjectionMatrix * position; vColor = aColor; }
Fragment Shader:
#ifdef GL_ES precision lowp float; #endif uniform sampler2D tex; varying vec4 vColor; void main() { gl_FragColor = texture2D( tex, gl_PointCoord) * vColor; }
Draw code :
glDepthMask(GL_FALSE); ofSetColor(255, 100, 90); ofEnableBlendMode(OF_BLENDMODE_ADD); ofEnablePointSprites(); shader.begin(); camera.begin(); texture.bind(); vbo.draw(GL_POINTS, 0, (int)points.size()); texture.unbind(); camera.end(); shader.end(); ofDisablePointSprites(); ofDisableBlendMode(); // check to see if the points are // sizing to the right size ofEnableAlphaBlending(); camera.begin(); for (unsigned int i=0; i<points.size(); i++) { ofSetColor(255, 80); ofVec3f mid = points[i]; mid.normalize(); mid *= 300; ofDrawLine(points[i], mid); } camera.end(); glDepthMask(GL_TRUE);
What I'm doing wrong here !?
Thanks in advance.
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