Re: [osg-users] OpenGL3.0

2010-03-03 Thread Tomlinson, Gordon
Hi Guy
 
I would recommend a search thru the OSG mailing archives on the subject
of OpenGL 3.0 and the fixed pipe line deprecating , there have been many
good and  useful conversations on this,  that would help you understand
the fundamental shift in Opengl 3.X going forward and how OSG is
proposing to tackle the shift in paradigms
 
Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Sent: Wednesday, March 03, 2010 9:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL3.0



Hi all,

 I built the osg2.9.7. I tried to create the project with the
OSG_GL3_AVAILABLE, and he rest GL flags disabled. But when I run the
simplest example, osgviewer with the cow.osg to render, it renders
nothing and display warnings as TexGen::apply - not supported and some
other stuff. I dug into the code and found that this is due that I
disabled the OSG_GL_FIXED_FUNCTION_AVAILABLE.

 

Does it mean that with OpenGL3 there is not fixed pipeline and all
should be written by shaders? What about the projections of the objects
from the 3D world to the camera plan, are they done by OpenGL or should
I write them too?

 

And if all should be done by shaders, does it mean that most of the code
of OSG won't work under GL3 if no appropriate shaders would be written?

 

Thanks,

 Guy.

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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Jason Daly

Guy wrote:


 

Does it mean that with OpenGL3 there is not fixed pipeline and all 
should be written by shaders? What about the projections of the 
objects from the 3D world to the camera plan, are they done by OpenGL 
or should I write them too?





Short answer is yes.  OpenGL 3 does not have a fixed-function pipeline, 
and all rendering must be done with shaders.  There is a compatibility 
extension that allows you to use most of the fixed-function pipeline, 
but that really goes against the purpose of OpenGL 3. 

For the long version, I'll echo Gordon's advice to read the list 
archives.  You might also want to refer to the specifications at 
http://www.opengl.org/documentation/specs/


--J

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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Guy
Thanks, I got the main idea, but what about all the OSG foundations?

A lot of the code, algorithms and effects are based on the fixed
pipeline, am I wrong?

Is all this work goes to waste?

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Wednesday, March 03, 2010 6:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL3.0

 

Guy wrote: 

 

 

Does it mean that with OpenGL3 there is not fixed pipeline and all
should be written by shaders? What about the projections of the objects
from the 3D world to the camera plan, are they done by OpenGL or should
I write them too?



Short answer is yes.  OpenGL 3 does not have a fixed-function pipeline,
and all rendering must be done with shaders.  There is a compatibility
extension that allows you to use most of the fixed-function pipeline,
but that really goes against the purpose of OpenGL 3.  

For the long version, I'll echo Gordon's advice to read the list
archives.  You might also want to refer to the specifications at
http://www.opengl.org/documentation/specs/

--J

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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Jason Daly

Guy wrote:


Thanks, I got the main idea, but what about all the OSG foundations?

A lot of the code, algorithms and effects are based on the fixed 
pipeline, am I wrong?


Is all this work goes to waste?



You'll have to read the long version (i.e.: the list archives) for 
that.  There have been lots of discussions about this.


--J

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