Oh, that's for sure, what I wanted is to be able to read the code to learn from it.
Later I'll probably implement it with GLSL, unless the assembly code has a lot better performance... Does anyone have such statistics by any chance? In the osgvertexprogram, if I understood correctly, the shader uses the cube map texture to create the refraction effect. I want to do similar thing to create reflection of arbitrary object. I guess I could find on the net a lot of GLSL shaders that do reflection and refraction, but I thought I might learn the assembly language as well to learn from the examples under my hands. Thanks anyway, Guy. ________________________________ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, April 02, 2008 5:36 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgvertexprogram example 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.or g
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