[osg-submissions] Frag data location binding patch
Robert Osfield
robert.osfield at gmail.com
Tue Sep 11 06:08:37 PDT 2007
Thanks Art, changes now merged and submitted to SVN.
On 9/8/07, Art Tevs <stud_info2 at yahoo.de> wrote:
> Hi folks,
>
> I attached a new (small) patch to support the new glBindFragDataLocationEXT
> and glGetFragDataLocationEXT functions.
>
> The function were introduced with the Shader Model 4.0 hardware. More info
> can be found in EXT_gpu_shader4
>
> File Changes:
> - GL2Extensions, Program and Program.cpp
>
> Features:
> - Support for fragment output binding. (e.g. You can now specify in the
> fragment shader varying out vec3 fragOut; fragOut = vec3(1,0,1); to write to
> the fragOut variable. In your program you call
> glBindFragDataLocation(program, 1, "fragOut") to bind the fragOut variable
> with the MRT 1 - GL_COLOR_ATTACHMENT1_EXT)
>
> - new methods Program::add/removeBindFragDataLocation
> Program::getFragDataBindingList
>
>
> ToDo:
> - more hard tests are required, since the glBindFragDataLocation seems to be
> pretty stable or there is a problem in my app ;-)
> - Probalby we can also provide something like active frag data bindings
> (like it is done for the vertex attribute binding) ?
>
> Best regards,
>
> Art
>
>
>
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