Re: [osg-users] Modern GLSL and OSG

2015-09-29 Thread Garth D
Hi Jan, On 28/09/15 17:36, Jan Ciger wrote: On Sun, Sep 27, 2015 at 9:28 PM, Garth D wrote: 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

Re: [osg-users] Modern GLSL and OSG

2015-09-28 Thread Jan Ciger
On Sun, Sep 27, 2015 at 9:28 PM, Garth D wrote: > 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

Re: [osg-users] Modern GLSL and OSG

2015-09-27 Thread Garth D
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 > wrote: >> >> My original motivation was to move to using "modern" OpenGL (ie. avoiding >> anything deprecated)

Re: [osg-users] Modern GLSL and OSG

2015-09-26 Thread Jan Ciger
Hello, On Sat, Sep 26, 2015 at 5:02 AM, Garth D 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

Re: [osg-users] Modern GLSL and OSG

2015-09-25 Thread Garth D
Hi Jan, Many thanks for the additional information. :) On 25/09/15 17:48, Jan Ciger wrote: On Fri, Sep 25, 2015 at 2:01 AM, Garth D wrote: Thankyou for the suggestion. :) I have to admit being unsure how to set the specific context at present. From what

Re: [osg-users] Modern GLSL and OSG

2015-09-25 Thread Jan Ciger
On Fri, Sep 25, 2015 at 2:01 AM, Garth D wrote: > Thankyou for the suggestion. :) > > I have to admit being unsure how to set the specific context at present. > > From what I've read, there'd need to be a glXCreateContextAttribsARB call > somewhere to create the

Re: [osg-users] Modern GLSL and OSG

2015-09-24 Thread Christian Buchner
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

Re: [osg-users] Modern GLSL and OSG

2015-09-24 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 24/09/15 00:19, Garth D wrote: > > Hi Christian, > > Many thanks for the interesting suggestion. :) > > My main development environment is Linux-based, with a secondary > virtualised Windows development environment. Due to the > visualization

Re: [osg-users] Modern GLSL and OSG

2015-09-24 Thread Garth D
Hi Jan, On 25/09/15 05:18, Jan Ciger wrote:> -BEGIN PGP SIGNED MESSAGE- > On 24/09/15 00:19, Garth D wrote: >> Many thanks for the interesting suggestion. :) >> >> My main development environment is Linux-based, with a secondary >> virtualised Windows development environment. Due to the

Re: [osg-users] Modern GLSL and OSG

2015-09-23 Thread Christian Buchner
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

[osg-users] Modern GLSL and OSG

2015-09-23 Thread Garth D
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

Re: [osg-users] Modern GLSL and OSG

2015-09-23 Thread Garth D
Hi Christian, Many thanks for the interesting suggestion. :) My main development environment is Linux-based, with a secondary virtualised Windows development environment. Due to the visualization (VirtualBox) I don't believe I can do much in the way of development with ANGLE due to its DX

Re: [osg-users] Modern GLSL and OSG

2015-09-23 Thread Garth D
Replying to myself with what I have managed to figure out so far to provide some information in case it comes up in a search. I can't vouch for the accuracy as this is still new to me. Anyway: - Compile messages end up being sent through the osg::NotifyHandler mechanism. - Shaders don't