Getting to Know OpenGL’s Shading Language



OpenGL’s Shading Language (GLSL) allows for the creation of very impressive complex textures. If you’re interested in learning about GLSL , now supported on a hardware level in the newest Mac OS X update, Lighthouse3d contains a good tutorial. A good, though slightly out-dated, book is also available at 3dshaders.com. Please note that there are two changes to Mac OS X 10.4.3 concerning OpenGL:

  • ARB_pixel_buffer_object has also become available in the 10.4.3 update. This essentially makes it faster to stream pixel data between VRAM and RAM, which could be particularly useful for movie render to texture and allowing for asynchronous glReadPixels calls.
  • EXT_frame_buffer_object is a platform independent single context way to render to textures. In the past, PBuffers were the only real option, and it’s complications made it out of reach to many. EXT_frame_buffer_object is also faster than PBuffers. For an example, have a look at this forum thread at iDevGames.

3dshaders.com

http://www.3dshaders.com/

iDevGames forum thread

http://www.idevgames.com/forum/showthread.php?t=10670

Lighthouse 3D: GLSL tutorial——-

getting,to,know,opengls,shading,language,2

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