It looks interresting. And when using GLSL instead of Cg (in another thread and another context too), could we still get the shader sources ?Originally posted by yooyo:
Someone can put opengl32.dll into app dir and intercept all OpenGL calls. In one of this call's will be your shader soruce.
Accidently I found that using CG shaders in separate thread and context cannot be intercepted using glIntercept. I didn't try glDEBuger.
I haven't read all about shaders yet But how do (or should) they behave in a multithreading program ? Should they be thread independant ? Does the ARB discusses this, and where can I have some information about that ?
Actually I think they should not be context dependant, but I might be wrong...