I vote GLSL.Originally posted by 3k0j:
Great! Now, let's make up our minds how should we call it.
GLslang, glSlang, OGLSL, GLSL, OpenGL 2, OpenGL 1.5 or DireActAxe9-killer ?
I vote GLSL.Originally posted by 3k0j:
Great! Now, let's make up our minds how should we call it.
GLslang, glSlang, OGLSL, GLSL, OpenGL 2, OpenGL 1.5 or DireActAxe9-killer ?
I will call it "DireActAxe9-killer" and there is nothing you can do about that!
Well, maybe sometimes i will say "glSlang" because itīs nice and simple.
Jan.
GLIM - Immediate Mode Emulation for GL3
Just curious, but is there any extension loading library that includes support for GLslang, yet? In a way I kinda hope not. . . since I just spent a couple hours altering GLEE to support it.![]()
i also spent the same amout of time writing the headers according to the extension specifications...![]()
Wow! It's a greatest day for meI'm waiting it so long...
The reason GLee 2.01 doesn't support the extension is because the library is automatically generated based on SGi's glext.h, and that hasn't been updated for a while. At some point I'm going to modify the code generator (GLeeGen) to get its data from the extension specifications instead.Originally posted by Ostsol:
Just curious, but is there any extension loading library that includes support for GLslang, yet? In a way I kinda hope not. . . since I just spent a couple hours altering GLEE to support it.![]()
In the meantime, any help is appeciated, so if you want to contribute some code, drop me an email (ben at elf hyphen stone dot com). All I really need is the function pointer typedefs and constants that I can paste into glext.h, and GLeeGen should handle the rest.
Heh. . . Ya know I was just thinking about how cool it'd be if there was a program that would parse through the spec or glext.h and produce an extension loader. . . Glad to hear that someone else thought of it first!
Anyway, I've added the shader objects to my glext.h as well. There's a couple issues, though. . . First is that I've omitted duplicate definitions of tokens. Second is that I've commented out duplicate definitions of entry points. As it turns out, ARB_vertex_shader shares alot of functions with ARB_vertex_program, and they all share a bunch of tokens. Another issue is that I am not sure as to what GLhandleARB is. The spec says it's just an integer, but I am unsure if I am to take this as unsigned or not.
I'll send the new glext.h over to you to look through. . .
glUX at http://w3imagis.imag.fr/Membres/Sylvain.Lefebvre/glux/
Generates it's extension loading code from the specs. (A perl script apparently, -see the source for details)
So it does support 200+ extensions, however it does not look like it has been run over the GLSL specs yet.
As far as GLHandleARB is concerned, the 3DLabs SDK must have GLHandleARB in it, so you can copy their definition.
I got working code in my framework that takes duplicated entry points between different extensions into account.
http://esprit.campus.luth.se/~humus/