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
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
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)
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
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
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
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
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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
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
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
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
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
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
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