Hi Paul, On Fri, Oct 23, 2009 at 4:10 PM, Paul Martz <[email protected]> wrote: > Robert Osfield wrote: >> >> Just for clarification, I'm not a significant way through the OpenGL >> ES 2.0 port, > > I think you're intending to say that you're almost done with the port. Ahead > of schedule, right?
Oh my, another one of my classic typo's that totally changes the meaning of a sentence... "not" should have been "now". 't' isn't even that close to 'w', so I can only guess that my brain and fingers got disconnected somewhere along the line. > I'm on board for doing/helping with the GL 3 port, I have funding for that > work. My schedule called for this to commence early next year, but if you've > already got GL ES 2 done by start of November, then I'll try to set aside a > week to catch up with your changes and work on this task. I'm actually expecting the basic GL3 port to be little more than providing the support for OpenGL 3.0 graphics context, as pretty well everything else required for GL3 is also require for GLES2 - they both have to use vertex attribute arrays and application provided uniforms for projection and modelview matrices, and have to have the fixed function pipeline disabled. I already have in place the support for mapping standard vertex arrays to vertex attrib arrays and the modelview and projection uniforms. In stead of gl_Vertex and gl_Color you automatically have osg_Vertex and osg_Color etc, and instead of gl_ModelViewMatrix and gl_ProjectionMatrix you get osg_ModelViewMatrix and osg_ProjectionMatrix etc. There is also support in svn/trunk for automatically converting gl_Vertex/gl_ProjectionMatrix/ftransform() shader usage into osg_ equivalents so you can directly reuse many shaders that work from GL 2.0 in GLES 2 and GL3. The new osgvertexattributes example has been the test bed that I've used for this work. Going beyond the basic GLES2 and GL3 support will require us to look at how to neatly map the existing fixed function pipeline classes like osg::Material/osg::Light etc. to osg_ uniforms and associated shaders and how to map the fixed function pipeline modes to uniforms. I have a few ideas in this direction but expect them to be fleshed out once we have the basic GLES2 and GL3 compatibility. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

