[osg-users] Migrate shaders to glsl 4.1
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Thu Nov 17 23:44:49 PST 2016
Hi Bruno,
In order to use core-profile you need to setup the aliasing:
viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
viewer->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);
After this you'll have all matrices and vertex attributes with an osg_
instead of gl_ available. There is even some automatic replacement
happening, so basically the gl_ are replaced by OSG.
If I understood Robert correctly he is currently working on advanced
mechanisms to transport the osg::Material ect. values automatically via
Uniforms. If you cannot wait, you might want to consider writing some
visitors translating fixed function data into uniforms on your own.
The osgsimplegl3 is btw. a good starting point.
Cheers
Sebastian
>
> I've been trying to migrate my shaders to OpenGL 4.1.
>
> What is the alternative to the fixed pipeline code, of the vertex shader:
>
> gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
> gl_Position = ftransform();
>
>
> I know I have ot create my own out vector, like "out vec4 texcoord", but
> where do I get OSG's View, Model, etc matrices?
>
> Thanks
>
>
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