Hello is there a way to access other Open GL functions than the ones accessible from the GL class…
Thanks Y’all
Hello is there a way to access other Open GL functions than the ones accessible from the GL class…
Thanks Y’all
First, the GL class is just an old name when it used to match OpenGL directly. Now we say the class name is for “graphics library” (as on Windows/Direct3D, or Wii, or iPhone it does not map to OpenGL).
What other functions would you want to be in there, and why?
Curiously, it isn’t possible to specify normals at present. That means that it can’t usefully be used with shaders which require normals. I filed a feature request about this some time ago (case 15870).
I don’t need this feature as much now as I did when I filed the feature request, but it’s still an odd omission.
Since the rendering seems to be done differently across the diverse platforms the unity engine supports, its kind of difficult to develop one size fit all solutions…
However I was asking bout the following OpenGL functions nessesary to check against the depth buffer:
glGenQueriesARB
glDisable
glDepthFunc
glDepthMask
glBlenFunc
as defined in the following tutorial:
http://opengl.org/registry/specs/NV/occlusion_query.txt
Ive tried to create the depth buffer with the bounding box for renderable objects as a shader, but there is no way to get results back from a shader(is it?)
and the interface provided for textures doesnt provide a low level pixel read/write approach needed to pass in a texture as a way to get information out of the shader…
Am I overcomplicating the issue, is there an easyer unity multi-platform approach to this problem…
Thank Y’all for replies!
Occlusion queries are currently not exposed in Unity (driving reason behind this - some of the most popular graphics cards out there - like Intel GMA 950 - don’t support them anyway).
Those are controlled from a shader.