asdruv
10-30-2008, 10:39 AM
On my GL3 programming journey, i'm trying to use as little deprecated GL 2.1 features as possible, while i save enough money for a GL3 capable card.
But I got stuck reading the GLSL 1.3 spec.
I'm trying to do 3d trasnformations (probably a rotating cube) using as little of the fixed pipeline as possible (so, VBOs and Shaders, instead of Begin/End and Fixed Matrix operations) and I thought that using gl_ModelViewMatrix and gl_ProjectionMatrix in my shader was THE way.
But now i've seen that they're deprecated!! :eek:
so, would anyone tell me how is it suposed to be done?
Thanks in advance! :D
But I got stuck reading the GLSL 1.3 spec.
I'm trying to do 3d trasnformations (probably a rotating cube) using as little of the fixed pipeline as possible (so, VBOs and Shaders, instead of Begin/End and Fixed Matrix operations) and I thought that using gl_ModelViewMatrix and gl_ProjectionMatrix in my shader was THE way.
But now i've seen that they're deprecated!! :eek:
so, would anyone tell me how is it suposed to be done?
Thanks in advance! :D