Someone at Rage3D discovered that this drivers which come as a fix for Call of Duty supports OpenGL 2(which is sad in a way because the drivers for registered developers are OLD). So I tested them with the tools in http://www.3dlabs.com/support/developer/ogl2/downloads/index.htm and it works on my Radeon 9700 Pro. Here is some info about the drivers.
Driver version: 6.14.10.4054 Vendor ATI: Technologies Inc. Renderer: RADEON 9700 PRO x86/MMX/3DNow!/SSE OpenGL version: 1.4.4054 Win2000 Release
Interesting. However, considering that this isn’t an official driver release, I wouldn’t suggest relying on glslang support. It might be a bit flakey.
In addition, the fact that they put it into a hotfix probably means that it is almost done, and will be avaliable in the Cat3.10’s. May as well wait for the bugs to be worked out.
I’ve downloaded 3dlabs compiler and run the demos for glslang and they run just fine without crashing. I’m gonna mess around with it this weekend, but so far no problems.
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.
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.
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.
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. . .