glsl fragment and vertex shader 4.60
Posted: Mon Nov 14, 2011 4:19 am
A demo of using fragment and vertex shaders with the new 3Dengine
http://ubuntuone.com/2nxZqVM4WDckFrRmudSNJJ

http://ubuntuone.com/2nxZqVM4WDckFrRmudSNJJ
http://www.purebasic.com
https://www.purebasic.fr/english/
J. Baker wrote:and remove the OpenGL subsystem.
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.Kuron wrote:J. Baker wrote:and remove the OpenGL subsystem.
How did you get it to run on a Mac without using OpenGL?
It will be the same on Linux when the 4.61 engine is done.J. Baker wrote: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.Kuron wrote:J. Baker wrote:and remove the OpenGL subsystem.
How did you get it to run on a Mac without using OpenGL?
Is SDL currently the default or something?idle wrote:It will be the same on Linux when the 4.61 engine is done.J. Baker wrote: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.Kuron wrote:J. Baker wrote:and remove the OpenGL subsystem.
How did you get it to run on a Mac without using OpenGL?
thanks, I wasn't sure if it'd work on windows.Little John wrote:Runs without change on Windows XP x86. Looks great, idle!
Regards, Little John
it'd be nicer if we could get at the script attributes to change the materials scripts parameters on the flyluis wrote:Very nice port of the the ogre ocean demo ! It works under Windows 7 64 bit
Requested already a long time ago: http://www.purebasic.fr/english/viewtop ... =3&t=45966idle wrote:it'd be nicer if we could get at the script attributes to change the materials scripts parameters on the flyluis wrote:Very nice port of the the ogre ocean demo ! It works under Windows 7 64 bit
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.