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Type: Posts; User: shumi12321

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  1. Replies
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    I develop shaders and earn money for that. ...

    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...
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    Shaders I wrote are too complex to be reverse...

    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...
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    I want to try to keep my code hidden (not...

    I want to try to keep my code hidden (not human-readable). I don't want my code to be reverse engineered.
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    It has two combinatio of fragment / vertex...

    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...
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    Thanks for the detailed info. Sorry for being...

    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...
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    That makes me sad :( Is there any enumeration...

    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...
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    Thanks, I have a few more questions. Link...

    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...
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    Binary shaders support in OpenGL

    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....
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    Thanks for the reply. I will try to use GLEW...

    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 :)
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    And what about glext.h? I remember that most...

    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...
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    Ok, I have somewhere a VC++ project where I used...

    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++...
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    Ok ... I'm not really a windows fan so I'm new at...

    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...
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    I'm just exploring possibilities of writing 3d...

    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...
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    Gallium3D programming example

    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...
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