Getting with the times in OpenGL

Tarik's icon

Hey people,

I'd love to have a very clear example of how to implement a higher version of GLSL than 1.2 in jitter. (1.2 is almost a decade old now)
Also, I'd love to see how to implement a tesselation shader.
Also, I'd love to see how to create 3d feedback loops with geometry shaders. I'd love to write 3d data to a framebuffer, and use that data in the next frame.

Or are all of these things impossible?

Spread out bits and pieces of information are available on this forum, but it would be helpful to have practical examples - for 'dummies' - in order to quickly get through the research phase and get to the fun part as soon as possible.

thanks

Rob Ramirez's icon

glsl 1.2 is the max version we can support. apparently on windows machines, you can set a higher version, but not on mac.

we have looked into upgrading our GL infrastructure to gl 3 or 4 (which is the only way we can support higher versions of glsl) and it is massive undertaking. it will not happen anytime soon (certainly not before 7.1).

tesselation shaders are not supported in our version of GL.
transform feedback is not possible in our version of GL.

there are several geometry shader examples in the distro, found here:
/Users/Shared/Max 7/Examples/jitter-examples/render/Shaders/

geometry shader jxs files found by searching for "gm." in the max browser.

sorry for being a dream killer!

Tarik's icon

Well at least it was a swift, clean, clear cut dream-killing. Thanks Rob!

Wetterberg's icon

Tarik, you're the best dude for working around software limitations. You'll do great regardless ;)

Pedro Santos's icon

Hi, Rob. Thanks for your enlightening response. On an eventually related note:
Is the lack of a "jit.gl.vertex" object (geometry processing on the GPU) somehow also related to the limitations of the GL version used, or would it be feasible with the current architecture?

Tarik's icon

Hah thanks Andreas, that just now gave me a sense of responsibility to find a detour here... Like for the transformation feedback: perhaps it would make sense to use texture feedback and interpret the resulting texel/pixel data values as vector xyz values...

Wetterberg's icon

... that sounds about right! At any rate I reckon that would yield some pretty intense results where even any glitches would be pretty.

Seriously, I'm looking forward to seeing what you cook up.