GL3 Beta version 0.2.0 update
Hello everyone, I'm excited to announce the GL3 package 0.2.0 update is now live in the Package Manager.
This update brings a handful of new features, and an even larger handful of bug-fixes. It also represents a significant step forward with gl2 compatibility, and therefore allows us to focus on more exciting new features in the months to come.
Check out the features and change list below, and see what the gl3-beta can do for your pixels!
New Features
JXS source file include support - JXS files now support an <include> tag that references a GLSL source file to include in the program. See the GL3 launcher "JXS Includes" for more info.
Geometry objects now have a point_mode attribute, allowing for different point type drawing modes. See the GL3 launcher "Point Mode" example patch.
Geometry object cull_face attribute now has a 2Pass mode, providing basic support for single object transparency with depth enabled. See the GL3 launcher "Cullface 2 Pass" example.
jit.gl.tf texture attribute - This attribute allows jit.gl.tf to bind textures for access in a transform-feedback shader. See the GL3 launcher "Vector Fields" example patches for a demo.
Geometry object tex_map attribute fixed function emulation
jit.gl.sketch support for stroke commands (see the "Sketch Commands" launcher patch)
jit.gl.sketch support for glenable/gldisable commands (see the "Sketch Commands" launcher patch)
POINT_SIZE shader uniform state (see the "Point Mode" launcher patch)
CAM_PROJECTION_MATRIX shader uniform state (see the new ssaogl3 jit.gl.pass impementation, and the "Updating GLSL Shaders for GL3" reference page)
jit.gl.text3d texture support
Bug Fixes
gl.mesh index matrix input
screentoworld fix
fix gl.videoplane drawing via gl.multiple
fix gl.model drawing via gl.multiple
fix huge slowdown with texture copies
fix gl.multiple when bound to gl.node context with transformations
fix crash on windows with complex patches
jit.gl.text3d properly supports matrixoutput
material browser now functioning
cubemap texture fix
fix jit.gl.node with @capture >= 2 and @fsaa enabled
improved error reporting when a shader program fails to compile from a JXS file
fix crash with gl.sketch, gl.material and shadow enabled gl.light
fix videoplane matrixoutput crash
fix jit.gl.sketch glpolygonmode command
fix jit.gl.text2d
fix render errors when fsaa enabled with a bound jit.gl.pass
working SSAO jit.gl.pass effect (@fxname ssaogl3)
jit.gl.texture subtex_matrix support parity with gl2 engine
jit.gl.buffer fix when using @type tangent
jit.gl.slab fix for broken renders with certain values of @rect attribute
fix jit.gl.mesh and other geometry objects drawing glitches when geometry dim changes
Great!! Thanks for your hard work...jit.gl.tf texture attribute is pure gold!
I just checked all my GL2 modules and the downward compatibility looks very very promising!
Thanks Rob!
oooo lots of exciting stuff here. Thanks !
does this update supports the VR package by Graham Wakefield?
Thanks for the feedback everyone!
gl3 VR package support, in collaboration with Graham, is on the near-term roadmap for gl3.
jit.gl.buffer and jit.gl.tf don't open. the console says 'could not allocate object'
is anyone else having this problem
Roger, make sure you have your glengine set to gl3 in the Max preferences
Hey everyone, I went ahead and made public an 0.2.1 update to gl3 that addresses the following 3 areas:
jit.gl.cubemap now properly adapts edge_length dimensions on texture input and properly updates faces when texture source changes
jit.gl.multiple drawing a jit.gl.model containing multiple drawgroups now works as expected
shadow rendering now works when rendering objects in a capturing jit.gl.node context (and a handful of other shadow fixes and improvements)
Give it a look and happy patching 🎃🎃🎃
trying to update gives me "Error while attempting to update gl3"

SOLVED
hey everyone, just so i get this right - this does not actually alllow me to use higher versions of glsl than 1.20 within jit.gl.slab, right? i was assuming (due to the name gl3) that i could make use of functions such as mat4 inverse() which was introduced in opengl 1.40
very possible that i'm doing something wrong though...
edit: nevermind, i did something wrong! all good now (:
after tweaking some GL2 happy jitter patches recently, with modifications for them to 'look' the same using the GL3 engine, i find that the engine is suddenly way slower frame rate than i remember when i first ran GL3 last year. i know this is a completely vague question but there's a marked performance drop even running basic patches that were silky smooth in GL2 are now super jerky in GL3. are there some settings i should be looking to alter to improve the results?
there's no easy answer, or simple setting to tweak unfortunately, and any recommendations will depend on the specific techniques in your patch. feel free to send to me privately if desired, email is in my profile.
hi Rob thanks, yeah i realise i should strip it back a bit and see from the ground up where or why or when I'm seeing notable performance drops, but for now i should stick to GL2 for now, eek out a bit towards GL3 when i know more about the differences