I develop shaders and earn money for that.
They're nothing revolutionary (maybe a few tricks in some of them).
The only reason I wan't to hide their source is because I spent many hours...
Type: Posts; User: shumi12321
I develop shaders and earn money for that.
They're nothing revolutionary (maybe a few tricks in some of them).
The only reason I wan't to hide their source is because I spent many hours...
Shaders I wrote are too complex to be reverse engineered. Too much optimization is applied. Only vertex shaders are simple enough to be reverse engineered.
Also, generated assembly is a few...
I want to try to keep my code hidden (not human-readable). I don't want my code to be reverse engineered.
It has two combinatio of fragment / vertex shaders. One for raytracing and other for computing shadows. They take about 2-3 minutes using HLSL compiler (together).
I think I found a solution. I...
Thanks for the detailed info.
Sorry for being so curious, but I really wan't to go into how OpenGL shaders work.
I'm now studying of ways how to create programs and I'm looking at ARB assembly...
That makes me sad :(
Is there any enumeration in GLEW and/or MESA with program binary formats they support so I could get something besides the raw numbers?
I'd like to know what's the idea...
Thanks,
I have a few more questions.
Link provided by Alfonse says that there are vendor-specific format which can be provided by 3rd party extensions.
Does that means there are formats which...
Hi,
I'm using a heavy shader which takes a lot of time to compile so I'm trying to use binary shaders.
I'd like to compile a shader once and just load it onto shader pipeline next time I use it....
Thanks for the reply.
I will try to use GLEW only. I will update on progress.
Then I could finally port my code from D3D to OpenGL and use it on Linux and Windows :)
And what about glext.h?
I remember that most tutorials for windows were about including glext.h and then calling wglGetProcAddress to get pointers to functions above OpenGL 1.1. The problem was...
Ok,
I have somewhere a VC++ project where I used WGL for managing windows stuff and it worked with OpenGL 1.0 functions.
So which OpenGL32.lib should I use? The one that was included with VC++...
Ok ... I'm not really a windows fan so I'm new at using OpenGL on windows.
I'm trying to implement something like this:
http://http.developer.nvidia.com/GPUGems/gpugems_ch39.html
Can you then...
I'm just exploring possibilities of writing 3d rendering software which is OS independent.
I'm actually a great fan of OpenGL but when it comes to Windows, I get mad when trying to make it work...
Hi,
I've been seeing a lot of posts on the web about Gallium3D, but I'm not really sure how it is working (especially Direct3D part). The only thing I understand is that if I run a Direct3D game...