Using Shaders in VC project

Hi. I recently started to be engaged in OpenGL Shaders . I can already write simple Shaders , but insert them into project Visual Studio I can not in any way. What files and libraries ( dll and lib ) for this purpose are necessary? :confused: Thanks. Sorry for my bad English.

I think you mix some things up.
shaders won’t be compiled in VC if you mean that.
and you don’t need any additional libs.
get the latest glext.h and GLEW or something.

try looking at some GLSL tutorials at
http://www.lighthouse3d.com/opengl/glsl/

You can add shaders to VS project, but VS will notdo wnything with them. However, you can try to do two things:

  1. Configure visual studio to highlight keywords in shaders
  2. Configure your project to run GLSLValidate on shaders when you compile the project

I don’t remember how to do that exactly since I’m using my own editor for shaders, but It was quite easy (just look for #1 in MSDN and #2 in file properties) so I’m sure you’ll figure it out.

Hi again. You are not understand me. I meant not using MS for development, testings and debuging shaders. I meant the following: what I shall must do to get access to such functions as glCreateShaderObjetARB, glShaderSourceARB and other functions :confused: providing connection developed shaders to the OpenGL program and their installation as the current condition as in standard heading files of their prototypes is not present. Briefly about everything if it is possible. And for development I have RenderMonkey that allows me to develop shaders with highlighting and some other useful tools. How much I know, RenderMonkey is freeware. :slight_smile:

ThreeADo, you don’t listen :

…you don’t need any additional libs.
get the latest glext.h and GLEW or something.

try looking at some GLSL tutorials at
http://www.lighthouse3d.com/opengl/glsl/
IE :
http://www.lighthouse3d.com/opengl/glsl/index.php?ogloverview

I have understood! It is impossible to use glext.h simply. I should receive addresses of all functions necessary for me which have such prototypes which are specified in special types for these functions (PFNGLCREATEPROGRAMOBJECTARBPROC, for example). That is what I had to ask. I simply didn’t know it. May be, belarussian and american people are thinking differently. And I have the very good book for OpenGL Shading Language which has written by Randi J. Rost (I think, you know who is this man). I think, I must close this topic. Thanks for your attention to my problem.

Come on, nobody here is American :stuck_out_tongue:
Poland, Germany, France …

The problem here comes only from you.

GLEW was mentioned before. Just download it:
http://glew.sourceforge.net/
You will also find all instructions on that page.

Sorry, I saw that you not Americans too late. Now I have different question: what from 3D editors you would advise (3D Max or any another)? For 3D Max I have a very good script that allows me to import all difficult scenes from it with whatever smoothing and textures, for example. May be, there is exists some 3D editor that have good facilities and tools and its file format is opened for each developer? Thank you beforehand.

Sorry, I saw that you not Americans too late. Now I have different question: what from 3D editors you would advise (3D Max or any another)? For 3D Max I have a very good script that allows me to import all difficult scenes from it with whatever smoothing and textures, for example. May be, there is exists some 3D editor that have good facilities and tools and its file format is opened for each developer? Thank you beforehand.

Blender

Thanks. Where can I see help and other tutorial for Blender?

The Blender website is a good place to start.

http://www.blender.org/cms/Tutorials.243.0.html

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