glsl fragment and vertex shader 4.60

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idle
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glsl fragment and vertex shader 4.60

Post by idle »

A demo of using fragment and vertex shaders with the new 3Dengine

http://ubuntuone.com/2nxZqVM4WDckFrRmudSNJJ

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Last edited by idle on Sun Nov 20, 2011 8:45 pm, edited 7 times in total.
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Re: glsl fragment and vertex shader 4.60

Post by J. Baker »

Looks great on Mac! Just had to comment out lines 3-6 and remove the OpenGL subsystem. Nice work! ;)
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Re: glsl fragment and vertex shader 4.60

Post by Kuron »

J. Baker wrote:and remove the OpenGL subsystem.

:shock: How did you get it to run on a Mac without using OpenGL?
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Re: glsl fragment and vertex shader 4.60

Post by J. Baker »

Kuron wrote:
J. Baker wrote:and remove the OpenGL subsystem.

:shock: How did you get it to run on a Mac without using OpenGL?
Mac already uses OpenGL. So if you have it in the subsystem, I believe it will say something like, subsystem not found. Or something like that. ;)
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Re: glsl fragment and vertex shader 4.60

Post by Kuron »

Gotcha ;)
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Re: glsl fragment and vertex shader 4.60

Post by idle »

J. Baker wrote:
Kuron wrote:
J. Baker wrote:and remove the OpenGL subsystem.

:shock: How did you get it to run on a Mac without using OpenGL?
Mac already uses OpenGL. So if you have it in the subsystem, I believe it will say something like, subsystem not found. Or something like that. ;)
It will be the same on Linux when the 4.61 engine is done.
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Re: glsl fragment and vertex shader 4.60

Post by J. Baker »

idle wrote:
J. Baker wrote:
Kuron wrote:
J. Baker wrote:and remove the OpenGL subsystem.

:shock: How did you get it to run on a Mac without using OpenGL?
Mac already uses OpenGL. So if you have it in the subsystem, I believe it will say something like, subsystem not found. Or something like that. ;)
It will be the same on Linux when the 4.61 engine is done.
Is SDL currently the default or something?
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Re: glsl fragment and vertex shader 4.60

Post by Little John »

Runs without change on Windows XP x86. Looks great, idle!

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Re: glsl fragment and vertex shader 4.60

Post by idle »

Little John wrote:Runs without change on Windows XP x86. Looks great, idle!

Regards, Little John
thanks, I wasn't sure if it'd work on windows.


@J baker
No the default is openGL on linux, it's just not set in the config or complier.
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Re: glsl fragment and vertex shader 4.60

Post by dige »

@idle: lovely water simulation! I'll add a nice ocean sound loop and
use it as screensaver :-D
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Re: glsl fragment and vertex shader 4.60

Post by luis »

Very nice port of the the ogre ocean demo ! It works under Windows 7 64 bit :)
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Re: glsl fragment and vertex shader 4.60

Post by idle »

luis wrote:Very nice port of the the ogre ocean demo ! It works under Windows 7 64 bit :)
it'd be nicer if we could get at the script attributes to change the materials scripts parameters on the fly
currently it looks like we'd need to add a bunch of presets to the material and change the entities material
to produce different effects from the material.
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Re: glsl fragment and vertex shader 4.60

Post by DarkDragon »

idle wrote:
luis wrote:Very nice port of the the ogre ocean demo ! It works under Windows 7 64 bit :)
it'd be nicer if we could get at the script attributes to change the materials scripts parameters on the fly
currently it looks like we'd need to add a bunch of presets to the material and change the entities material
to produce different effects from the material.
Requested already a long time ago: http://www.purebasic.fr/english/viewtop ... =3&t=45966

Maybe someone wants to translate my shadertutorial for PB OGRE http://www.purebasic.fr/german/viewtopi ... =9&t=24695 to have a better explanation for the problem. At the moment we have to create a light or set some standard material attributes to communicate with the shaders.
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idle
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Re: glsl fragment and vertex shader 4.60

Post by idle »

good tutorial, it's quite readable with google translate
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Re: glsl fragment and vertex shader 4.60

Post by Kuron »

Is anybody willing to share a compiled Windows EXE for the example?
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