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.


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