OpenGL Shader code
by David Dougher · in Torque Game Engine · 05/07/2002 (1:36 pm) · 2 replies
Grabbed this from the NeHe Productions website verbatim. I don't know if anyone noticed it earlier, but this looks like something we could roll into torque to give us shader capability?
From NeHe Productions website
"Louis-Charles Dumais sent in the following news: I found interesting news on opengl.org today. It seems that 3dlabs is releasing something very interesting... http://www.3dlabs.com/support/developer/ogl2/sourcecode/index.htm. OpenGL 2.0 shading language compiler source code 04/24/02 This zip file contains the source code and project files necessary to build the OpenGL 2.0 Shading Language compiler as a standalone executable for the Windows platforms. Once the OpenGL Shading Language compiler is built, it is capable of parsing and generating intermediate code for vertex shaders and fragment shaders written in the high-level language defined by the OpenGL 2.0 Shading Language white paper. It is intended that other vendors would develop hardware-specific back ends that turn the intermediate code into device-specific machine code. 3Dlabs will continue to move OpenGL 2.0 forward by providing source code to the OpenGL Shading Language parser and intermediate-code generator that we have implemented. They are making this code available in the hopes of encouraging rapid development of OpenGL 2.0 implementations as well as common tools and utilities. "
From NeHe Productions website
"Louis-Charles Dumais sent in the following news: I found interesting news on opengl.org today. It seems that 3dlabs is releasing something very interesting... http://www.3dlabs.com/support/developer/ogl2/sourcecode/index.htm. OpenGL 2.0 shading language compiler source code 04/24/02 This zip file contains the source code and project files necessary to build the OpenGL 2.0 Shading Language compiler as a standalone executable for the Windows platforms. Once the OpenGL Shading Language compiler is built, it is capable of parsing and generating intermediate code for vertex shaders and fragment shaders written in the high-level language defined by the OpenGL 2.0 Shading Language white paper. It is intended that other vendors would develop hardware-specific back ends that turn the intermediate code into device-specific machine code. 3Dlabs will continue to move OpenGL 2.0 forward by providing source code to the OpenGL Shading Language parser and intermediate-code generator that we have implemented. They are making this code available in the hopes of encouraging rapid development of OpenGL 2.0 implementations as well as common tools and utilities. "
About the author
Owner - Pariah Games, Adjunct Professor - Bristol Community College, Mentor - Game Design - Met School Newport, Mentor - Game Design - Met School Providence
#2
05/08/2002 (6:27 am)
It's nice, yes, but it's not of any practical use until OpenGL 2.0 compliant drivers become prevalent. That's going to be a little while.
Torque Owner Badguy