VertexProgram

Anyone has any example how to use vertex program inside xith3d?

Take a look at JCD’s demos page. There should be an example for Vertex and Fragment programs.

Yuri

I did find one which is using vertex program, thanks for letting me know about it - that really helped!

Just was wandering there is one file jogl_cg.dll - when I was using opengl I needed to cg.dll and cgGL.dll to make it work. Is jogl_cg.dll equivalent of those two?

Btw any plans for making morphing work using vertex shaders?

Hi,

[quote]Just was wandering there is one file jogl_cg.dll - when I was using opengl I needed to cg.dll and cgGL.dll to make it work. Is jogl_cg.dll equivalent of those two?
[/quote]
jogl_gl.dll is a navite part of JOGL Cg bindings, so you still need cg.dll and cgGL.dll to run apps that use Cg (you can check jogl-demos project to take a look on some examples that use Cg). Currently Xith3D does not support Cg for vertex/fragment programming. There was a voting (here in this forum) and most people voted for GLslang support (still waiting for reliable support for it from major hardware vendors).

[quote]Btw any plans for making morphing work using vertex shaders?
[/quote]
Yes. Plans include support for

  • VP-accelerated morphing
  • skeletal animation
  • custom (non-affine) transforms.

If you will have some working examples or ideas, I can help you to add them to Xith3D core.

Yuri

am bussy these day like hell and in order not to see my job going India 14 hours days are norm - so dont have much time to spare on this unfortunately.

If GLslang is what everybody agreed on - then I shall wait. I dont want to waste your time helping me to incorporate my ideas I guess you are the only remaing man to work on xith so save your energ on that.

Just briefly on what I have done using jogl. Found paper on terrain which is using hardware ecelarated approach. Basically it is based on standard quadtree - but instead of re-generated all tris all the time it declares tiles as a arrays which are sent to GPU and then when it comes to swiching to lower/higher lever of detail it uses vertex program to morph surrounding tris to avoid cracks. These days it really makes sense to send as much data in a chunk to let card handle it itself - but at the same time you still dont have to sent there whole thing - in that respect old fashion quad approach still makes sense. It does run faster and smoother that old fashioned re-generated approach. Vertex program actually makes just tiny portion of it.

Thats all…thanks again for offering a help.

Just noticed GLSL is availabe since driver # 5668 on NVIDIA cards. Any chance it will be pluged in Xith any time soon?

Sorry I have just checked my driver and realized I am running on my other box nvidia driver #6111 and that is still consider beta - GLSL works only on that one without any problem but the suport is not on the version I mentioned earlier.

[quote]Any chance it will be pluged in Xith any time soon?
[/quote]
Definitely yes.

Yuri