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.
>
>
> _______________________________________________
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>
>
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