Am 28.01.2015 um 13:45 schrieb Christian Buchner:

The Intel GMA series (945, ...) is notorious for not supporting OpenGL 2.0, and being stuck at the level of ARB vertex and fragment shaders (assembly language shaders, yummy)
Jesus.
Okay, it's a bit older than 5 years.
:-)

Okay, but the rest of my text applies. There is no fixed rule for assigning textures to the units. There is some extension for bumpmapping and I guess it will take a texture unit somehow.



Christian


2015-01-28 13:24 GMT+01:00 Sebastian Messerschmidt <[email protected] <mailto:[email protected]>>:

    Am 28.01.2015 um 13:11 schrieb Christian Buchner:
    the idea is to have a bumpmapped OSG object that displays fine on
    older hardware (5 year old Intel chips, I am looking at you)
    Which one exaclty? Which OpenGL version supported?
I'v started shader programming like 2004/05 on a GeForce 4400 Ti, so chances even the older Intel chips support fragment shaders is
    high.

    Cheers
    Sebastian




    Then I can put a better GLSL fragment shader on top if the
    hardware permits.

    Christian


    2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt
    <[email protected]
    <mailto:[email protected]>>:

        Hi Christian
        Hi all,

        I was wondering if there are commonly used conventions which
        texture units do what in 3D models used for realtime
        rendering (games etc).

        For example I see that most 3D models enable texture unit #1
        for the diffuse texture, whereas unit #0 is unused most of
        the time.

        Now what if the model also contained a bump or normal map?
        On which texture unit would such maps typically use?

        Would anyone have an example OSG file that uses both a
        diffuse and a normal texture, rendered with the fixed
        function pipeline? I am trying to get started with normal
        maps now and this would be a big help, especially if such a
        model follows the usual conventions.
        Why would you want to use fixed function pipeline here at all?
        Usually you can put the textures to whatever unit you want,
        as long as you create sampler uniforms with a name.

        In my production pipeline, I don't have the additional
        textures (normal map, specular map, height map, emission map,
        ...) in the model, but will bind them with a visitor when
        loading/compiling the model.
        So there is no typical for most of the cases. If you have a
        model exported as FBX for instance, the loader will more or
        less determine the texture unit used. Here you might want to
        visit the model and put the stateset's textures to the samplers.

        Cheers
        Sebastian


        Christian





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