[osg-users] Modern GLSL and OSG
Garth D
garthy_gso at entropicsoftware.com
Wed Sep 23 15:19:57 PDT 2015
Hi Christian,
Many thanks for the interesting suggestion. :)
My main development environment is Linux-based, with a secondary
virtualised Windows development environment. Due to the visualization
(VirtualBox) I don't believe I can do much in the way of development
with ANGLE due to its DX backend, at least with my current setup.
Having said that, being able to limit a future port to the OpenGL ES 2.0
API subset could be very useful indeed. It is likely that I would be
looking at the feasibility of moving the project I am working on to
mobile devices in the future, and this sounds like something that could
be very useful to use while I am doing so.
Cheers,
Garth
On 23/09/15 22:19, Christian Buchner wrote:> 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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