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 > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org