o use gl_VertexID with #version 120 it ’s necessar to indicate #extension : #extension GL_EXT_gpu_shader4 : require
Le 14 juin 2018 à 13:12, Claude Heiland-Allen claude@mathr.co.uk a écrit :
Hi Philippe,
On 14/06/18 10:51, Philippe Boisnard wrote:
I continue to search to use gl_VertexID
when I want to declare a version in vertex shader script, I want to declare for example #version 2.1 (it’s the openGL version when I check with print gemwin) but I have this in the PD_Terminal ERROR: 0:1: '' : version '2' is not supported
The GL/GLSL version numbering is a bit obscure:
https://stackoverflow.com/questions/19021567/finding-supported-glsl-version#... https://stackoverflow.com/questions/19021567/finding-supported-glsl-version#19022416
For OpenGL 2.1 you need this as first line of your shader:
#version 120
The good news is that gl_VertexID is supported in almost all GLSL versions:
http://docs.gl/sl4/gl_VertexID http://docs.gl/sl4/gl_VertexID
For OpenGL ES (as found on embedded devices, eg mobile phones) you might not be so lucky:
http://docs.gl/el3/gl_VertexID http://docs.gl/el3/gl_VertexID
But I don't know if Gem supports attribute-less rendering (ie, just using gl_VertexID without any vertex data or element index buffers).
Claude
Can I use a version 2 for a vertex shader ?
if I don’t declare a version gl_VertexID is not recognized
Philippe
Le 14 juin 2018 à 06:27, Philippe Boisnard philemon1@mac.com a écrit :
Hello
I have a question about shader I search to work with gl_VertexID in .vert script. Some one have an example to implement this in .vert. With gl_VertexID, you can have an array of vertex with no input array for VBO and you can detreminate in real time the size of VertexArray with no latencies. I know that we can use this, but I have difficulties.
best regards
Philippe _______________________________________________ Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
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