On Tue, Apr 24, 2012 at 4:44 AM, Robert Osfield
<[email protected]> wrote:

> However, you can use the OSG with OpenGL 2.0 with a purely shader
> based state and if you do this the actual shaders you use for OpenGL
> or OpenGL ES 2.0 will be very similar.  This similarity means you can
> prototype an OpenGL ES application in OpenGL just be using the shaders
> and avoiding all built in state.

I'm fuzzy on the shader stuff. For all my 3d dev, I just jumped into
using osg, and whatever I've built has been derived from
tutorials/examples given online. With the level of abstraction osg
provides, I haven't had to make any OpenGL calls directly, so when you
say "using the shaders and avoiding all built in state"... I don't
understand what "avoiding all built in state" is in an osg context.
Does it mean I shouldn't be using osg::StateSet?

> You can also build the OSG so that
> it doesn't compile in the fixed function state, something that you do
> when you want to compile against the core profile of OpenGL 3.x.

I'm using http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
to set the environment up... and since I'd like to develop for OpenGL
ES 2, I'll be using "Cmake settings for Emulating OpenGL ES 2.0 when
you only have standard OpenGL available" to build osg to create my
app. When it comes time to actually deploy, I'm guessing I'd rebuild
osg against "Cmake settings for OpenGL ES 2.0"?

I also downloaded an emulator/sdk for OpenGL ES 2 from PowerVR, and
ran a bunch of default examples they provided. Does that factor in at
all? They provide libEGL.so and libGLESv2.so libs for linking as well.

On Mon, Apr 23, 2012 at 6:19 PM, Chris Hanson <[email protected]> wrote:
> Yes, with ShaderGen.
What exactly is involved in using ShaderGen? From the osgshadergen
example, it looks like all that's done it is attaching it as a node
visitor to your scene graph. Does it just automagically go through
your scene and convert fixed function pipeline stuff to shader
pipeline stuff?

> Which OS? OSG really only has ES2/EGL windowing interfaces for Xwindows -- 
> Win32 is not implemented.
I'm on Linux

Sorry for all the questions and thanks for the valuable feedback/support


Preet
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