[osg-users] Modern GLSL and OSG

Christian Buchner christian.buchner at gmail.com
Thu Sep 24 01:31:28 PDT 2015


NOTE: the current development version of ANGLE is targeting OpenGL ES 3.0,
if you want to be more up to date. I am not sure about its level of
completion and stability though.

Maybe you can find more complete (commercial?) virtualization solutions to
run the DX backend. Also maybe Wine is suitable for this. DirectX 9.0c
should be well supported by Wine (or its commercial counterpart Crossover).

Christian


2015-09-23 14:49 GMT+02:00 Christian Buchner <christian.buchner at gmail.com>:

>
> 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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>> osg-users at lists.openscenegraph.org
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>>
>
>
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