[osg-submissions] Frag data location binding patch
Art Tevs
stud_info2 at yahoo.de
Tue Sep 11 06:14:32 PDT 2007
Hi, Robert.
Thanks. Could you please write next time Tevs instead
of Trevs into svn's patch description ;-)
Cheers, Art
--- Robert Osfield <robert.osfield at gmail.com> schrieb:
> 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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