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View Full Version : GLSLang Designer beta version Ready



Ffelagund
01-17-2004, 09:11 AM
Hello, i had finished the beta version of the app, y know that have some bugs, but... is a beta http://www.opengl.org/discussion_boards/ubb/smile.gif, and i hope that you can help me to correct the program.
Here are the web site of the application: http://www.typhoonlabs.com/~ffelagund

Ffelagund
01-24-2004, 09:17 AM
Hello, i had decided to stop the developing of the glslang designer, because i do not have any beta tester, and i have a lot of things to do; i can't develop + test + study + work without a bit of help.
However, there are a fully functional, but with some bugs, version that you can download and use. I had tested it with some 3DLabs shaders (from the ogl2sdk).
You can download it from www.typhoonlabs.com/~ffelagund (http://www.typhoonlabs.com/~ffelagund) , at the bottom of the page.
Remember that you need the .NET Framework, and a 3D card capable of glslang.
If anyone wants to help me to improve, and kill the possible bugs, of the app, i will retake the application.
If you need help with the program, or anything else, please contact with me, as well as if you need the mesh exporter to load custom meshes.


[This message has been edited by Ffelagund (edited 01-24-2004).]

ZbuffeR
01-26-2004, 09:09 AM
I just tried your link and got an error :
"Forbidden : You do not have permission to access the requested file on this server."

That might be the raison why you don't have any beta tester ...

Ffelagund
01-26-2004, 09:28 AM
Hehe, i updated the the web and the url today, but i couldn't post here until now.
The new url is http://www.typhoonlabs.com . Now i am uploading a version with syntax highlight (a code editor like vstudio .net)

pkaler
01-26-2004, 03:44 PM
Originally posted by Ffelagund:
Hello, i had decided to stop the developing of the glslang designer, because i do not have any beta tester, and i have a lot of things to do; i can't develop + test + study + work without a bit of help.

Consider providing the source so others will help you. Consider making it cross-platform. Consider supporting ARB_fp and ARB_vp since GLSlang support is not widely available yet. Consider submitting a news headline to OpenGL.org, flipcode, gamedev when it gets up to snuff.

A program like this is needed in the community. It's a matter of momentum now.

mw
01-26-2004, 08:39 PM
For the support of ARB_vertex_program and ARB_fragment_program, maybe these links may be of interest:

A Pascal like wrapper for these extensions:
http://sourceforge.net/projects/fxpascal

A utility specific for shader development:
http://seth.sourceforge.net/

A demonstration of my own integration of those extensions into a general OpenGL source code generation tool:
http://www.basegraph.com/bg/tutorials/ger_tutor_handsonarbvp/handsonarbvp.htm

Ffelagund
01-27-2004, 05:10 AM
Originally posted by PK:
Consider providing the source so others will help you. Consider making it cross-platform. Consider supporting ARB_fp and ARB_vp since GLSlang support is not widely available yet. Consider submitting a news headline to OpenGL.org, flipcode, gamedev when it gets up to snuff.

A program like this is needed in the community. It's a matter of momentum now.

Currently my card doesn´t have ARB_vp/fp_program. Cross platform are very limited because i am developing with .NET (only via mono and C# in linux, maybe)
When i have a version "playable" i'll post a new in all these sites http://www.opengl.org/discussion_boards/ubb/smile.gif. Now i'm having problems to building a 3rd party component license into the main assembly. When i have this problem resolved (i hope today), i'll upload a demo.
The source code will be released too


[This message has been edited by Ffelagund (edited 01-27-2004).]

pkaler
01-27-2004, 02:23 PM
Originally posted by Ffelagund:
Currently my card doesn´t have ARB_vp/fp_program.


You can use Mesa. Actually, if I were you I would ship with Mesa and give the user the option to switch between Mesa and their driver.



Cross platform are very limited because i am developing with .NET (only via mono and C# in linux, maybe)


Then don't use .NET. http://www.opengl.org/discussion_boards/ubb/wink.gif wxWindows, FLTK, QT, etc, there are tons of options.



When i have a version "playable" i'll post a new in all these sites http://www.opengl.org/discussion_boards/ubb/smile.gif. Now i'm having problems to building a 3rd party component license into the main assembly.


Assemblies are annoying and will be that way until at least .NET 2.0 which is coming out later this year.

Ffelagund
01-30-2004, 12:41 AM
All problems have been resolved with the beta. You can download it from www.typhoonlabs.com. (http://www.typhoonlabs.com.)

P.D: i post here because the link of "submit news" of this page doesn't work

[This message has been edited by Ffelagund (edited 01-30-2004).]

ZbuffeR
01-30-2004, 02:56 AM
Good idea to redistribute the MSVC release dlls, but next time do not forget to link your program with these instead of the debug versions...... :-(

ie. not msvcr71D.dll ...

Thank you.

Ffelagund
01-30-2004, 06:03 AM
Sorry, this issue is now fixed (a little confusion because mixing managed and unmanaged code)

fuxiulian
01-30-2004, 11:11 AM
Hello !

I am having some problems with opening a project ("Project file corrupted. Some files are missing"). Creating a new project does not work either...

I have downloaded .NET Framework and I have a card that supports the required extensions.

Ffelagund
01-30-2004, 11:46 AM
Arg, the project have the paths in absolute mode. edit the .gdp project files with the notepad and change the path (it's a xml file) to a relative path. (i'll upload to the web a version with the project files with relative path).
Becuase i don't want be banned from this forum (^^) please, post Shader Designer questions in this other forum (mine):
http://www.typhoonlabs.com/opengl/?q=forum/7

or email me (ffelagund@typhoonlabs.com or bugreport@typhoonlabs.com)