Hi Guy, What I really recommend is that you use GLSL, unless there is really strong reason to use ARB_vertex_program I would avoid it as GLSL shaders as far more flexible and expose latest features of graphics cards which ARB_verex_program can't.
Robert. On Wed, Apr 2, 2008 at 4:51 PM, Guy <[EMAIL PROTECTED]> wrote: > Ok, thanks. > > I'll check the specs as you suggested. > > Hope I'll find there information about that assembly language. > > > > Thanks again, > > Guy. > > > ------------------------------ > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Robert Osfield > *Sent:* Wednesday, April 02, 2008 3:40 PM > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] osgvertexprogram example > > > > On Wed, Apr 2, 2008 at 3:32 PM, Guy <[EMAIL PROTECTED]> wrote: > > Hmm.. in the example there is code, I meant what language is it? It's > not GLSL. Is it Cg? I'm not familiar with shaders beside GLSL and I want > to read that refraction shader in order to implement a different shader, > and I want to know what language to learn. > > > ARB_vertex_program predates GLSL and Cg, its more akin to assembly than a > high level language like GLSL or Cg. > > These days just use GLSL as per osgshaders. The osgvertexprogram predates > GLSL software and hardware so isn't a great example unless you need to > target old hardware that doesn't support GLSL. > > Robert. > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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