Beta Shadergen For Linux


ldesnogu

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Hello,

while learning modern OpenGL (ES 2 or not), I found it handy to update 3Dlabs ShaderGen that reproduces some of the fixed pipeline functionality using shaders.
Here is my quick hack. It replaces the source directory found in ShaderGen source package. I tested it using Mesa 7.8.2 on a CentOS 5.5 64-bit machine and on a Fedora 12 64-bit with nVidia drivers. wx is required.

I hope it will be useful for some.
 
Thanks Laurent - this is indeed quite handy!

Just wondering if you'd care to list the tools you're using for this learning process - I've heard of things like the PowerVR SDK and now 3DLabs ShaderGen - as a newbie to OpenGL ES in general, are there other tools/SDKS that you'd recommend to investigate in order to follow your path here? I ask this because its often not obvious that there are 3rd-party tools like this available for use in grokking this stuff, and maybe you've got a list handy, perchance?
 
I'm a complete newbie too :) So I'm just accumulating some random links about OpenGL ES 2 and modern OpenGL (that is OpenGL without usage of the fixed pipeline).
Tracking iPhone dev might be interesting too.

math libs to replace OpenGL matrix stuff:
GLM http://sourceforge.net/projects/ogl-math/
CML http://www.cmldev.net/

OpenGL 3.3 or 4.0 samples: http://www.g-truc.net/post-0310.html

Tutorial: http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html

OpenGL superbible svn (5th edition has gotten rid of fixed pipe)
http://www.starstonesoftware.com/OpenGL/

GLSL Debugger: http://www.vis.uni-stuttgart.de/glsldevil/
 
I forgot to say that the OpenGL ES 2.0 Programming Guide book contains vertex and fragment shaders that replicate the fixed pipeline of ES 1.1.
 
Laurent said:
I'm a complete newbie too :) So I'm just accumulating some random links about OpenGL ES 2 and modern OpenGL (that is OpenGL without usage of the fixed pipeline).
Tracking iPhone dev might be interesting too.

math libs to replace OpenGL matrix stuff:
GLM http://sourceforge.net/projects/ogl-math/
CML http://www.cmldev.net/

OpenGL 3.3 or 4.0 samples: http://www.g-truc.net/post-0310.html

Tutorial: http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html

OpenGL superbible svn (5th edition has gotten rid of fixed pipe)
http://www.starstonesoftware.com/OpenGL/

GLSL Debugger: http://www.vis.uni-stuttgart.de/glsldevil/
nice set of academic and practical resources there. let me just emphasize the importance of the math libraries (both linked projects appear to be really nice vector math tools) - i strongly advise GL/3D neophytes to pay at least as much attention to picking and mastering their host vector math tools, as they pay to GLSL and GL, as that is really fundamental to any modern graphics pipelines.
 
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