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osgShadow and gl3


 
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wernerM
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Joined: 06 Feb 2013
Posts: 62

PostPosted: Fri Feb 24, 2017 2:54 pm    Post subject:
osgShadow and gl3
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Hi all,

my project needs gl3 features and so I use the following methods:

camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);

camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3);


Of course I need my own shaders then.
I'm trying to make osgShadow working with my project.
So far I have found the shader codes in StandardShadowMap and I try
merging the functionality with my own shaders.
Where I'm struggling is the gl_EyePlane[STRQ] stuff. It seems that is
not made available as osg_EyePlane[STRQ] like other
gl_ variables. Am I right? Is there any known way to get this working?

Also there are cameras used inside shadowmaps. Those cameras have their
own shaders (?) which are not gl3 conformant.
Can this be influenced from my application?

Thanks for any hints.

- Werner -



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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 10983

PostPosted: Fri Feb 24, 2017 3:32 pm    Post subject:
osgShadow and gl3
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HI Werner,

In the stable releases rhere isn't any built in support for remapping
built in types like osg::TexGen that set the gl_EyePlane etc.
attributes to osg_EyePlane uniforms.

I have an experimental branch, shader_pipeline, that has the
beginnings of a mapping to do this but it's not yet ready for general
testing.

For yourself, if you can build the OSG without specifically limiting
yourself to GL core profile then you'll get a better experience. The
exception right now is OSX because Apple have taken the approach of
not implementation any modern GL features, and even GL3 they've
limited to a subset of only the GL3 core profile, no backwards
compatibility is provided. OSX doesn't support GL4 yet, and no signs
of Vulkan support so it kinda looks like Apple are happy to relegate
OSX boxes to graphics backwater.

Robert.

Robert.

On 24 February 2017 at 14:52, Werner Modenbach
<> wrote:
Quote:
Hi all,

my project needs gl3 features and so I use the following methods:

camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);
camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3);

Of course I need my own shaders then.
I'm trying to make osgShadow working with my project.
So far I have found the shader codes in StandardShadowMap and I try merging
the functionality with my own shaders.
Where I'm struggling is the gl_EyePlane[STRQ] stuff. It seems that is not
made available as osg_EyePlane[STRQ] like other
gl_ variables. Am I right? Is there any known way to get this working?

Also there are cameras used inside shadowmaps. Those cameras have their own
shaders (?) which are not gl3 conformant.
Can this be influenced from my application?

Thanks for any hints.

- Werner -




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