[osg-users] Modern GLSL and OSG
Garth D
garthy_gso at entropicsoftware.com
Sun Sep 27 12:28:50 PDT 2015
Hi Jan,
Thanks again for sharing your thoughts on the subject. :)
On 26/09/15 19:46, Jan Ciger wrote:> On Sat, Sep 26, 2015 at 5:02 AM,
Garth D
> <garthy_gso at entropicsoftware.com> wrote:
>>
>> My original motivation was to move to using "modern" OpenGL (ie.
avoiding
>> anything deprecated) because I didn't want to be in the situation
where I
>> started relying on something that was likely to be removed in the
future.
>
> Well, I don't think you need to worry about that too much.
Yeah, I'm pretty-much past this one now. :)
> Yes, the
> "old school" OpenGL is marked as deprecated and removed from the Core
> profiles (and OpenGL ES 2.0 doesn't support it at all). However, at
> least Nvidia (AMD/Ati probably as well) has declared that they are
> going to support the legacy profiles for indefinite future.
>
> The reason is that the code is already in the driver and costs them
> essentially nothing (the old APIs don't change) and also the ton of
> old code that uses it. That's also why the OpenGL 3 was felt to be
> such a letdown and not a radical departure in a new direction - there
> are simply too many CAD and visualization companies with decades old
> codebases that would stop working overnight with a new driver and
> there is no business willpower to rewrite that because it works well
> enough. Moreover, I am pretty sure that even today you will find major
> CAD systems doing atrocities such as using direct mode (glBegin/glEnd)
> somewhere in their code ...
That certainly makes sense. I had wondered at the time how successful
the deprecation would be. I could see it being successful if a popular
compatibility layer library emerged and gained widespread use, but I
don't think this really happened. This seems to mean that the bulk of
the compatibility support is instead retained at the driver level, which
is as you note.
>> Additionally, I have a need that I know is not going to be handled
very well
>> in the fixed-function pipeline. From experience I know that whilst
the FFP
>> is neat for simpler tasks, it feels like a massive burden as the
needs get
>> more complex.
>>
>> A last goal was as a learning exercise. The aim was to rely on shader
>> functionality a bit more strictly than minimally necessary, as a
means of
>> taking care of the glaring (and increasingly hard-to-explain
professionally)
>> hole in my 3D knowledge.
>
> By all means, that is a good reason. Also if you decide to develop on
> mobile, you won't have much choice there.
Yes, this is much clearer to me know.
As a side note, I have to say that I am really liking the ability to
hang Uniforms off arbitrary parts of the scene graph- generally on
Geometry or Groups depending on the scope that I need the Uniform to
cover. It's really a very nice design.
Thanks again!
Cheers,
Garth
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