OpenGL 3+ RenderSystem

Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
Crashy
Google Summer of Code Student
Google Summer of Code Student
Posts: 964
Joined: Wed Jan 08, 2003 9:15 pm
Location: Lyon, France
Contact:

Re: OpenGL 3+ RenderSystem

Post by Crashy » Thu Jan 26, 2017 10:35 pm

Unfortunately I'm not using 2.1 but 2.0, so no PBS Sample right here, however I've custom made PBS shaders using old material system, and it works fine on the intel HD now, as every other shader (HBAO and a LOT of stuff like this).
0 x
Follow la Moustache on Twitter or on Facebook
Image

frostbyte
Orc Shaman
Posts: 724
Joined: Fri May 31, 2013 2:28 am

Re: OpenGL 3+ RenderSystem

Post by frostbyte » Fri Jan 27, 2017 12:45 am

thought you guys were speaking of the default branch GL3+
guess its time to give the refurbished GL/GL+ in the default branch a try...
i'm starting to understand paroj rants about the lack of making good use of the branching concept in ogre development.
so many versions and branches being used and developed at the same time, makes the work harder.
its a bit of a "beautiful mess"... :)
0 x
the government took my kudos, now i'm kudosless :?

paroj
OGRE Team Member
OGRE Team Member
Posts: 339
Joined: Sun Mar 30, 2014 2:51 pm
Contact:

Re: OpenGL 3+ RenderSystem

Post by paroj » Fri Jan 27, 2017 2:35 am

Crashy wrote:Unfortunately I'm not using 2.1 but 2.0, so no PBS Sample right here, however I've custom made PBS shaders using old material system, and it works fine on the intel HD now, as every other shader (HBAO and a LOT of stuff like this).
there is an HLMS/ PBS sample in default as well ;)
0 x

Crashy
Google Summer of Code Student
Google Summer of Code Student
Posts: 964
Joined: Wed Jan 08, 2003 9:15 pm
Location: Lyon, France
Contact:

Re: OpenGL 3+ RenderSystem

Post by Crashy » Fri Jan 27, 2017 7:26 am

Yeah I forgot about that, too bad the 2.0 branch is the "poor cousin" right now for some features, as the hlms is not fully implemented in it.

BTW, I've integrated the state cache manager of other gl render system in the GL3+ one, I'm not quite sure it improved performances at all as I'm working on simple scenes, but if you think it's worth it I can make a pull request. :)
0 x
Follow la Moustache on Twitter or on Facebook
Image

paroj
OGRE Team Member
OGRE Team Member
Posts: 339
Joined: Sun Mar 30, 2014 2:51 pm
Contact:

Re: OpenGL 3+ RenderSystem

Post by paroj » Fri Jan 27, 2017 12:30 pm

sure, but wait a little with this - I will do some optimizations to the StateCacheManager design so it becomes a zero-const abstraction. Currently the NullStateCacheManager degrades the performance a little which is not necessary.
0 x

paroj
OGRE Team Member
OGRE Team Member
Posts: 339
Joined: Sun Mar 30, 2014 2:51 pm
Contact:

Re: OpenGL 3+ RenderSystem

Post by paroj » Sun Jan 29, 2017 3:50 pm

you can take a look on the latest default/ master for the StateCache simplifications. If you have the choice, make the PR on github so the CI check it before merging.
0 x

Crashy
Google Summer of Code Student
Google Summer of Code Student
Posts: 964
Joined: Wed Jan 08, 2003 9:15 pm
Location: Lyon, France
Contact:

Re: OpenGL 3+ RenderSystem

Post by Crashy » Tue Feb 28, 2017 10:17 am

Thanks I'll take a look at it.
0 x
Follow la Moustache on Twitter or on Facebook
Image

Post Reply