[osg-users] Modern GLSL and OSG
Christian Buchner
christian.buchner at gmail.com
Wed Sep 23 05:49:25 PDT 2015
If you're using Windows you could try building OSG against ANGLE
and limit yourself to the OpenGL ES 2.0 API feature set. Here you can't
accidentially fall back into using deprecated (fixed function) features
because these have been stripped from the API.
There would also be plenty of books about OpenGL ES 2.0 available - and you
can immediately target mobile platforms (iOS, Android)
Christian
2015-09-23 14:44 GMT+02:00 Garth D <garthy_gso at entropicsoftware.com>:
>
> Hi all,
>
> I was wondering if anyone can make some suggestions as to resources that
> are useful for learning GLSL in modern OpenGL (say, 3.0+) with a specific
> focus on use with OSG.
>
> My existing GLSL knowledge is weak compared to my general 3D knowledge,
> and mostly dates back to the early days of shaders. A lot of what I have
> personally done with OpenGL and OSG has involved the fixed-function
> pipeline, or things that map to it fairly closely.
>
> Thus far I've been digging around online for GLSL resources, but tend to
> frequently find myself doing it the wrong way as I'm using features that
> have since become deprecated. On the OSG side I tend to dig around in the
> OSG examples and search the source to try to find the OSG equivalents to
> OpenGL calls I see mentioned in the GLSL resources. I then put these
> together and if I'm lucky something useful comes out. :)
>
> I think I'll figure things out eventually if I continue to crash around
> blindly as I have been, but if anyone can suggest some better starting
> points for GLSL use in OSG specifically, it would be much appreciated. :)
>
> Cheers,
> Garth
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