the idea is to have a bumpmapped OSG object that displays fine on older
hardware (5 year old Intel chips, I am looking at you)
Then I can put a better GLSL fragment shader on top if the hardware permits.
Christian
2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt
Hi all,
I was wondering if there are commonly used conventions which texture units
do what in 3D models used for realtime rendering (games etc).
For example I see that most 3D models enable texture unit #1 for the
diffuse texture, whereas unit #0 is unused most of the time.
Now what if the
Hi Christian
Hi all,
I was wondering if there are commonly used conventions which texture
units do what in 3D models used for realtime rendering (games etc).
For example I see that most 3D models enable texture unit #1 for the
diffuse texture, whereas unit #0 is unused most of the time.
The Intel GMA series (945, ...) is notorious for not supporting OpenGL 2.0,
and being stuck
at the level of ARB vertex and fragment shaders (assembly language shaders,
yummy)
Okay, it's a bit older than 5 years.
Christian
2015-01-28 13:24 GMT+01:00 Sebastian Messerschmidt
Am 28.01.2015 um 13:11 schrieb Christian Buchner:
the idea is to have a bumpmapped OSG object that displays fine on
older hardware (5 year old Intel chips, I am looking at you)
Which one exaclty? Which OpenGL version supported?
I'v started shader programming like 2004/05 on a GeForce 4400 Ti,
Am 28.01.2015 um 13:45 schrieb Christian Buchner:
The Intel GMA series (945, ...) is notorious for not supporting OpenGL
2.0, and being stuck
at the level of ARB vertex and fragment shaders (assembly language
shaders, yummy)
Jesus.
Okay, it's a bit older than 5 years.
:-)
Okay, but the
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