Revision as of 02:39, 25 April 2013 by Thokra
- Oops. I've sorta already taken care of all of this. There's a new page on Shader Compilation that I'm mostly finished with. It uses a different organization scheme, focused squarely on shader compilation and the ways to create valid program objects. Once I was finished, I was going to go through and swap out most uses of GLSL Object with that page, then change this page to be solely about the objects themselves, rather than shader compilation.
- It already has a pretty comprehensive section on separable programs. Feel free to embellish that section as needed. Alfonse (talk) 08:12, 24 April 2013 (PDT)
- Well, I'll be damned. :D I'll try to ammend the sections as good as I can and will try to fit the rest somewhere appropriate.
I'm currently not sure about glTransformFeedbackVaryings. Clearly, it must be called before linking but I'm not sure what layout to replace it with, if any. I suspect something like
layout(stream = 0) ...;
- There is no replacement with it. If you need feedback, you have to use the two-stage method. Since NVIDIA was the primary initiators of this functionality, and they prefer that people use NV_transform_feedback (which can be done post-link), I'm guessing that they weren't crying any tears over that. Alfonse (talk) 08:12, 24 April 2013 (PDT)