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oc2k1
03-27-2007, 05:00 PM
I've released a new version of my platform independent GLSL IDE.

OpenGL 2.0 is required (GLSL, VBOs and FBOs have to be supported)

Download:
http://sourceforge.net/project/showfiles.php?group_id=186618

It's important to read the (first) tutorials:
http://lumina.sourceforge.net/?id=17
That describes how the script language could be used for setting up the rendering parameters. There are some examples file included:

gears.lum -> simple example that should run on every GPU

shadow2.lum -> 8 lightsources with dual parabolic shadows. Didn't run on ATI cards...

deferred.lum -> basic setup for deferred rendering. Didn't run on ATI cards too...

brdf.lum -> simple BRDF example (needs 2 factorized BRDF textures)

Some feed back would be nice.

oc2k1
04-01-2007, 01:00 PM
I've released a new version.
New features:

Code cleanup
Point sprites
Texture object improvements (Linear filter bugfix and new functions to set the clamp modes)

santyhamer
04-03-2007, 03:26 PM
Nice!

oc2k1
04-09-2007, 08:17 AM
I've released a new source version. The windows version will follow in a short time.

New features:

Blenderexporter that creates Lumina files.
Print to texture. (for text rendering shader)
Particle systems with vertexshader texture lookup.
Copy Texture to VBO (untested)
Pointsprites API simplified
Drag&drop tree restructuring.

I've add also some new tutorials.

oc2k1
05-02-2007, 06:14 PM
New version is out.
Lumina-0.2.0 supports bonesystems. An armature object calculates the CPU side stuff, that can be passed to the Vertexshader as quaternion+joint or matrix array.

http://sourceforge.net/project/showfiles.php?group_id=186618

oc2k1
06-05-2007, 06:08 AM
I've released a new source code version...
now the lum files can store textures (without format limits, except for depthcomponents and RGBA2)

oc2k1
06-14-2007, 05:45 AM
New Version:
http://sourceforge.net/project/showfiles.php?group_id=186618