[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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 >>
 >
 >
 >
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