May be a dumb question - I couldn’t find anything here on the forums or in the documentation:
If I am to learn shaders, is lwjgl or jogl (or a completely different one) the way to go with JME? Just want to make sure I end up on the right path (sort of easiest to get started when relying on JME).
I don’t know that it matters… but I think most folks here probably use lwjgl. So if there are any inconsistencies then that might slow down trouble shooting. Otherwise, they should behave the same with respect to shaders.
JME also provides a standard g_Time or g_Tpf (pretty sure on that last one) if you enable them in your matdef.
No. They’re OpenGL wrappers… sort of. You should not care about them in this discussion. It’s just about literally like talking about OpenJDK versus Oracle JDK.
All of them since OpenGL 2. Maybe you should step back and tell us why you asked the question because that kind of question feels like you’ve already painted the floor behind you and are asking where the doors out of the room are.
I guess the context would be that I am reading tutorials, guides and background information now, so if I come across anything that says ‘supported only in version X.Y’ - I would have a sense of whether or not the information can be used in my application.
I agree with the learn by doing approach. We all take in information in different ways and I feel that curiosity should never by dissuaded (even if its my own).
No. One is setting vertex attributes. The other is setting uniforms…
I have a feeling if you opened Unshaded.j3md and then Unshaded.vert then a lot of your questions will be answered (or at least lead to more specific questions) as you try to figure out what the heck is going on and why there is a Color material parameter but an m_Color uniform and so on.
Already been there. I am not so vexed by the inside of the Vertex and Fragment shader, nor the Attributes, Uniforms or Varyings or general syntax. I am trying to catch up on how JME integrates (or how I feed or do not feed the shaders) so to speak. My aim is to have the shader update texture coordinates itself (basically: set texture, maybe set rows/columns, and in the shader then update position to show each piece of the texture one by one based on timings) - and I’ll get there in time I think.