Hi,

VertexProgram/FragmentProgram are for the older assembly-level
programmability with ARB VP/FP.

osg::Shader is for the newer GLSL programming interface.  osg::Shader
would be the place to add support for new GLSL shader stages such as
tessellation.

cheers
-- mew

-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/



On Wed, Sep 22, 2010 at 11:05 AM, Waldemar Schwan
<waldemar.sch...@iais.fraunhofer.de> wrote:
> Hi,
>
> my want to use the new tessellation control and tessellation evaluation
> shaders that are new in OpenGL 4.
> Is there support for them in OSG trunk?
>
> I only found
>   VertexProgramm
> (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/VertexProgram.cpp
> )
> and
>   FragmentProgramm (
> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/FragmentProgram.cpp
> )
>
> Also I understand there is another way to create shaders, shown in the
> geometry shader example
> (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osggeometryshaders/osggeometryshaders.cpp#L116)
> .
> I noted that "*new* osg::Shader( osg::Shader::GEOMETRY, geomSource )"
> actually uses open GL constants
> (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/Shader#L87).
>
> Since osg::Shader seams pretty generic is it a good idea to just use the
> matching GL constant ( something like GL_TESSELLATION_CONTROL_SHADER or so)?
>
> I guess my question is: How do I use tessellation shaders with OSG?
>
> Best regards
>   Waldemar
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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