I have been into OGL for a while, but I wasn’t around when the shaders and vertex programmer stuff started coming around so I am trying to come up to speed with this stuff.
I’ve been looking around for a shader tool for OGL. I have seen NVidia’s Cg, which only runs on Windows, and OpenGL shader, which only runs on Unix.
I need a shader library that will run on both Windows and Linux. I am assuming I will have to write it myself.
Are there any docs on the web that talk about how to do shader programming on OGL (not D3D! I can find that crap). I have not been able to find a good OGL doc yet anywhere.
Also are there any likewise docs that talk about vertex programming with OGL? Something that will get me up to speed quick so I can see what it’s all about.
Did somebody notice that programming shaders using OpenGL became total disaster since ATI and NVIDIA implemented pixel shaders through different extensions…
Originally posted by justuss:
[b]Did somebody notice that programming shaders using OpenGL became total disaster since ATI and NVIDIA implemented pixel shaders through different extensions…
I’m not aware of any drivers that support it yet, but hopefully this (along with ARB_vertex_program) will clean up shader programming in OpenGL considerably in the near future.
and don’t start talking about pre radeon9700… the 8500, gf4,gf3 don’t have pixelshaders, they have some primitive texturesampling setup… thats all.
Don’t lump the 8500 in there. It has pretty useful and powerful per-fragment operations. Unlike the “primitive texturesampling setup”, you can do arbiturary computations (to the limit of the number of instructions) and use the results in a texture lookup. The GeForce3/4 were pretty weak; the 8500 was not.
Originally posted by Korval: Don’t lump the 8500 in there. It has pretty useful and powerful per-fragment operations. Unlike the “primitive texturesampling setup”, you can do arbiturary computations (to the limit of the number of instructions) and use the results in a texture lookup. The GeForce3/4 were pretty weak; the 8500 was not.
yeah, okay… while primitive, it is shading… and quite awesome looking (running the demos on my 9700 )
oh, and i ment GL_ARB_fragment_program, not fragment_shader actually… sorry