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		<title>Developers - OpenGL Shading Language</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>Developers - OpenGL Shading Language</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>Model Matrix possible at all?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274109#Post274109</link>
			<description>
			<![CDATA[<b>Posted by</b> toneburst:<br />
			Thanks for the explanation, mokafolio. Good to see you here, by the way :D

a|x]]>
			</description>
			<pubDate>Tue, 16 Mar 2010 10:05:38 CDT</pubDate>
		</item>
		<item>
			<title>Color Lookup Tables and Filtering</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273992#Post273992</link>
			<description>
			<![CDATA[<b>Posted by</b> toneburst:<br />
			Incidentally, it just occurred to me that, since I'm creating the LUT, I can be sure that alpha will be 1.0, anyway, so I can miss out the unpremultiply in the filter function.

I'll still need to do it in the image-lookup though.]]>
			</description>
			<pubDate>Mon, 15 Mar 2010 11:23:09 CDT</pubDate>
		</item>
		<item>
			<title>Using &amp;quot;core&amp;quot; Geometry shader in 3.2</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273982#Post273982</link>
			<description>
			<![CDATA[<b>Posted by</b> Ilian Dinev:<br />
			View it like this:
A Geom-shader doesn't effectively/actually get triangles as inputs. It gets 1,2,3,4 or 6 vertices as inputs. 

points: 1
lines: 2
lines_adjacency: 4
triangles: 3
triangles_adjacency: 6

(look at glsl 1.50 spec, page 37)
]]>
			</description>
			<pubDate>Mon, 15 Mar 2010 09:05:32 CDT</pubDate>
		</item>
		<item>
			<title>glGetShader wierd behavior</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273863#Post273863</link>
			<description>
			<![CDATA[<b>Posted by</b> Kipt88:<br />
			Thanks, that did it.]]>
			</description>
			<pubDate>Sat, 13 Mar 2010 08:14:25 CST</pubDate>
		</item>
		<item>
			<title>Can someone clarify fwidth()</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273806#Post273806</link>
			<description>
			<![CDATA[<b>Posted by</b> typewriter:<br />
			Ah ha.  That's a simple plain language explanation.  But I guess only time will let me get an intuitive understanding of what can be done with it.  Your example of an edge detect is helpful.  

There are really powerful effects that rely on this co]]>
			</description>
			<pubDate>Fri, 12 Mar 2010 12:42:55 CST</pubDate>
		</item>
		<item>
			<title>Lighting problem</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273647#Post273647</link>
			<description>
			<![CDATA[<b>Posted by</b> CBradford:<br />
			right. here's the pixel shader.

[code]
uniform sampler2D NormalHeight;
uniform sampler2D Base;
uniform sampler2D SpecularMap;

uniform float invRad;

varying	vec3 g_lightVec;
varying	vec3 g_viewVec;
varying vec2 texCoord;

void main()
]]>
			</description>
			<pubDate>Thu, 11 Mar 2010 00:08:45 CST</pubDate>
		</item>
		<item>
			<title>Info log error: &amp;quot;Validation failed...&amp;quot;</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273548#Post273548</link>
			<description>
			<![CDATA[<b>Posted by</b> Kipt88:<br />
			(creating a new thread since the problem no longer fits the title)]]>
			</description>
			<pubDate>Tue, 09 Mar 2010 09:08:16 CST</pubDate>
		</item>
		<item>
			<title>Fast algorithm to get distance to the light.</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273489#Post273489</link>
			<description>
			<![CDATA[<b>Posted by</b> Y-tension:<br />
			Actually, this is strange. Shadow buffers (usually) use a world space position transformed to light projection space, but this is calculated per vertex and passed as a texture coordinate. If you want to modify your depth, that means that you modify y]]>
			</description>
			<pubDate>Sun, 07 Mar 2010 21:13:42 CST</pubDate>
		</item>
		<item>
			<title>Lights in the shadow</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273461#Post273461</link>
			<description>
			<![CDATA[<b>Posted by</b> SimoPI:<br />
			LOL you're right. I must set mipmaps. Now it works :P

Thank you!   ;) ]]>
			</description>
			<pubDate>Sat, 06 Mar 2010 18:55:08 CST</pubDate>
		</item>
		<item>
			<title>smooth/noperspective for Dummies?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273380#Post273380</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			Ok, thanks guys.  I appreciate it.  ]]>
			</description>
			<pubDate>Thu, 04 Mar 2010 20:31:46 CST</pubDate>
		</item>
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