Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread 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) 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

[osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread Christian Buchner
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

Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread Sebastian Messerschmidt
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.

Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread 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) Okay, it's a bit older than 5 years. Christian 2015-01-28 13:24 GMT+01:00 Sebastian Messerschmidt

Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread 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,

Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread Sebastian Messerschmidt
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