Hi folks -- As a Khronos member, I have some insider knowledge about OpenGL
3.1, but as the spec is not yet available, I am not at liberty to divulge
specifics. Instead, though, I'll reference the slide set presented at last
year's SIGGRAPH in which it stated clearly and plainly "plan on deprecated
functionality going away sooner rather than later".

If you interpolate from there, then in OpenGL 3.1 (and GLSL 1.40) and
beyond, the fixed function pipe is gone, and all associated state is gone,
and all predefined uniforms are gone. So, to answer the query "how to access
lighting state from a shader?", you can't set it on the host, and you can't
access it from a shader, because it no longer exists. If you need _any_
uniform in your shader, you must explicitly create that uniform on the host
and explicitly declare it in your shader. This is the future of OpenGL.

Also worth noting, glVertexPointer, glColorPointer, glNormalPointer, etc.,
are also all gone, and correspondingly, gl_Vertex, gl_Color, etc., are all
gone as well. All vertex data, including the vertices themselves, get passed
to shaders as generic attributes. The modelview and projection matrix
uniforms are gone; you'll need to create them yourself if you need them.
ftransform() is gone.

This greatly changes the way you think about OpenGL, and about how the scene
graph should work, and how to move forward with OSG. I have some ideas about
a scene graph built on Open GL 3.1. I haven't really finalized them yet, but
supporting the current OSG core API seems unlikely.

I suggest you wait for OpenGL 3.1 to be released before you make solid plans
for OSG's future. You really need to see the 3.1 spec (and GLSL 1.40) to
know which direction to steer the OSG ship. The 3.1 spec will probably be
out very soon (before SIGGRAPH).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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