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

Reply via email to