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shivanangel 04-10-2012 05:46 PM

Vizard and GLSL Compatibility Profile
Hello Worldviz,

I have what I hope to be a simple question.

In the past, I wrote shaders inside of Vizard using the now compatibility-profile enabled built-in types such as gl_Vertex, gl_Normal, gl_Color.

As I've been reading about GLSL post version 1.30.10 (where I believe most of the stuff I've used inside of Vizard was deprecated) I was wondering how exactly I know what inputs Vizard is feeding into my shader?

Are you utilizing a compatibility mode (since my old shaders seem to work just fine) and would you recommend working this way?

Your help file list the uniforms available with Vizard, but they are mainly bits from OSG and nothing that directly ties into the inputs that would be for the matrices, vertices, etc...

George Lecakes

farshizzo 04-16-2012 09:48 AM

Vizard creates an OpenGL 2.x compatible context. From my understanding, the deprecated built-in uniforms (gl_Vertex, gl_Normal, ...) should still be available to shaders under this context. If your old shaders work fine, then I would recommend to continue using those uniforms. Are you experiencing any specific issues with your shaders?

shivanangel 04-16-2012 10:25 AM

No, no issues, I was just trying to rectify current OpenGL shader langauge tutorials and examples with what Vizard expects.
Thank you for the info and clarifying that Vizard is using a compatibility context.

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