A simple cover verb for calling opengl api to compile shaders is inside the
opengles addon. The addon contains all opengl 3.0 api and enum constants
but TCS and TES may only available in opengl 4.0 (I may be wrong here).  If
you use an opengl 4.0 driver, you may add the addtional api to implement
tessellation or compute shaders. Thanks.
On Mar 20, 2015 9:28 PM, "Raul Miller" <[email protected]> wrote:

> Commonly used? That will depend on context.
>
> Compute Shaders could be useful for someone attempting to implement J
> primitives (perhaps with reduced functionality or constrained domain
> but increased performance) within OpenGL.
>
> Tessellation Control  (roughly equivalent to a scan on an array of up
> to 120 vertices) and Tesselation Evaluation (roughly equivalent to
> whatever on the result of the TC shader) shaders let you present
> imagery which does not precisely fit the "polygonal" model of the
> opengl data structures. (Smooth surfaces and hair-like structures are
> two examples.)
>
> How much work is it to add support for a shader type?
>
> ...
>
> As for the incompatibility issues - that's going to take some work. We
> will have to iterate on the effort here, with some things failing for
> some people until we polish things up.
>
> Anyways, all of this will take some time. But I think it will be fun.
> Or maybe useful.
>
> Thanks,
>
> --
> Raul
>
> On Fri, Mar 20, 2015 at 2:06 AM, bill lam <[email protected]> wrote:
> > Current opengl addon only supports vertex, fragment and geometry shaders,
> > please let us know what other shaders are commonly used and should be
> > included.
> >
> > Also note that different versions of GLSL are incompatible. Your lab may
> > need to detect and run different versions depending on the target
> computer.
> > On Mar 20, 2015 1:23 PM, "Raul Miller" <[email protected]> wrote:
> >
> >> It looks like the J6 documentation on lab file format:
> >> http://www.jsoftware.com/docs/help602/user/labs.htm has also been
> >> dropped from J803
> >>
> >> So, ok, I at least have a starting point. I imagine I'll trip a few
> >> more times when testing out whatever parts of opengl2/webgl J
> >> implementations currently support. I'll check back in here after I
> >> have (a) made some progress, and (b) feel like I need some more
> >> orientation.
> >>
> >> Thanks,
> >>
> >> --
> >> Raul
> >>
> >> On Fri, Mar 20, 2015 at 12:12 AM, robert therriault
> >> <[email protected]> wrote:
> >> > Raul,
> >> >
> >> > Labs can be created just using a text editor, but if you really want
> to
> >> use Author, I have created labs in 602 with Author and just moved the
> lab
> >> file created over to the lab folder in j802.
> >> >
> >> > Cheers, bob
> >> >
> >> > On Mar 19, 2015, at 9:09 PM, Brian Schott <[email protected]>
> >> wrote:
> >> >
> >> >> It looks like the Author system has been omitted in j8 because of the
> >> >> following statement.
> >> >>
> >> >> ── (9 of 9) Lab Author ──────────────────────────────────────
> >> >> The Lab Author system available from menu Studio|Author...
> >> >> allows you to build or edit labs.
> >> >>
> >> >> To experiment, select Studio|Author... and open up the lab
> >> >> system/author.ijt.
> >> >> )
> >> >>
> >> >>
> >> >>
> >> >> --
> >> >> (B=)
> >> >>
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