Re: [osg-users] OpenGL 4.x adding tesselation shader

2010-10-12 Thread Jean-Sébastien Guay

Hello Holger,


I found a former thread with a quiete similar problem incl. response, to modify 
the osg/shader* files. Won't be that easy right?


Well, in the past adding Geometry shaders when these became available 
was pretty easy, it indeed just required modifying the Shader header and 
cpp, as well as the .osg and .ive plugins to be able to load/save this 
new shader type. Adding the two new tessellation shader stages shouldn't 
be much more complicated. It's then up to the user to do useful things 
with that (until OSG supports shader composition :-) ).


See this changeset for the first checkin of geometry shader support:

http://www.openscenegraph.org/projects/osg/changeset/7776

And you can search from the SVN browser page:

http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph

with terms geometry shader to get more information about the evolution 
of the code:


http://www.openscenegraph.org/projects/osg/search?q=geometry+shader

If you have the interest and the time, you're welcome to pitch in and 
implement tessellation shader support.


J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
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Re: [osg-users] OpenGL 4.x adding tesselation shader

2010-10-12 Thread Holger Helmich
Hi Jean-Sébastien,

I would not say that I am familiar with osg-source but I will give it a try at 
weekend. 

Thanks for the starting points. Any suggestions about adding the new OpenGL 
primitive type (GL_PATCHES) to osg? Something I should take care of?

Thanks again!

Cheers,
Holger

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