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Member
Regular Contributor
10,000 gl_ a line...
Why are all the shading language's built-in variables/constants beginning with "gl_" ?
Won't OpenGL 2.0 shaders be meant to be used by OpenGL 2.0 API only ?
I suggest defining new types such as OPENGL20SHADERVARYINGVEC3F, OPENGL20SHADERVARYINGMAT4F, and so on 
Julien.
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Re: 10,000 gl_ a line...
To protect our shaders against future D3D releases eating gl sources?
Ciao,
zom.
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Advanced Member
Frequent Contributor
Re: 10,000 gl_ a line...
At a guess, it's the usual reason for namespace prefixes. It allows the ARB to introduce new builtins later without having to worry about breaking existing shaders. Unless the shader writers called their variables gl_foo, of course, in which case they deserve to be broken.
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