<div dir="ltr"><div><div><div><div><br></div>If you're using Windows you could try building OSG against ANGLE<br></div>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.<br><br></div>There would also be plenty of books about OpenGL ES 2.0 available - and you can immediately target mobile platforms (iOS, Android)<br><br></div>Christian<br><br></div><div class="gmail_extra"><br><div class="gmail_quote">2015-09-23 14:44 GMT+02:00 Garth D <span dir="ltr"><<a href="mailto:garthy_gso@entropicsoftware.com" target="_blank">garthy_gso@entropicsoftware.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br>
Hi all,<br>
<br>
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.<br>
<br>
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.<br>
<br>
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. :)<br>
<br>
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. :)<br>
<br>
Cheers,<br>
Garth<br>
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</blockquote></div><br></div>