Hi Paul and Robert, What Paul points out about GL 3.1 raises a simple question: Will OSG 3 be... 1. Based on GL 3.0? 2. Based on GL 3.1? 3. API agnostic, but will wait GL 3.0? 4. API agnostic, but will wait GL 3.1? 5. other?
Going directly to an API agnostic OSG seems as risky as interesting. And IMHO, waiting for GL 3.1 seems very interesting too, as we may see the 3D future's a bit clearer. However, if GL 3.1 does not come shortly after 3.0, we may loose too much time. Any rough idea on the delay before GL 3.1 specs are released? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 20 Feb 2009 17:58:15 +0100, Paul Martz <[email protected]> a écrit: > 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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

