My blog about all sorts of random stuff from games to demo effect coding and beyond.
Showing posts with label GLSL. Show all posts
Showing posts with label GLSL. Show all posts
Tuesday, 8 September 2009
Shaders Without GLEW Part 2
Well my test exe worked fine for Zawran so I explained what I had found and he tried it out with his framebuffer (fbo) code and that also worked. He sent me a nice piece of code with all the fbo,vbo with constants and setup code, which will be useful and save me hunting down the function prototypes. He also sent me code for his FBO type in bmax which deals with the creation of an fbo, with code to bind and unbind it and delete it, the setup means it can be used for effects like render2texture. It will save me some coding and should mean I can get some r2t effects going fairly quickly.
Sunday, 6 September 2009
Shaders Without GLEW
After several failed attempts to get shaders working in my tiny opengl framework for blitzmax without using the glew module, I have had some success. At first the code would crash in debug and release mode but give no reason, after a few attempts a week or so ago I gave up.
I returned to the code today after Zawran had be trying to get FBO's working in the framework and encountering the same type of errors as me. After spending alot of time trying to work out what exactly glew does with its pointers from wglprocaddress I came to the conclusion that I was doing that part right so it had to be something else, a trip to the bmax forums and hunting for anything useful I final found something that made me thing about how the extern command works, this lead me to a final piece of information that hopefully has solved the issues.
I have emailed a test exe to Zawran since he runs an Nvidia card and I run an ATI, hopefully if it works for him as well I may have finally cracked it and we can add any needed extensions. The interesting thing is the test exe including the shader code came out when compressed with kkrunchy at a mere 25kb, the same thing using the glew module is 50kb without the shaders included in the exe, a nice bit of space saving. Maybe we can make a 64kb demo with bmax yet!
I returned to the code today after Zawran had be trying to get FBO's working in the framework and encountering the same type of errors as me. After spending alot of time trying to work out what exactly glew does with its pointers from wglprocaddress I came to the conclusion that I was doing that part right so it had to be something else, a trip to the bmax forums and hunting for anything useful I final found something that made me thing about how the extern command works, this lead me to a final piece of information that hopefully has solved the issues.
I have emailed a test exe to Zawran since he runs an Nvidia card and I run an ATI, hopefully if it works for him as well I may have finally cracked it and we can add any needed extensions. The interesting thing is the test exe including the shader code came out when compressed with kkrunchy at a mere 25kb, the same thing using the glew module is 50kb without the shaders included in the exe, a nice bit of space saving. Maybe we can make a 64kb demo with bmax yet!
Saturday, 5 September 2009
1K Intro Shaders
I have been looking at how 1k demos are done using shaders and after making a couple of very simple looking screens I have now made something that looks abit more interesting and I am wondering if I can make it look like an RGB plasma effect. I haven't done any shader coding before so my efforts are rather random in there results as I try out things and hunt around on the web for information on them.
Here's a little screen of what my shader currently looks like, it does change but only because I am spinning the quad I render, but my next attempt will hopefully not need to do that.
Here's a little screen of what my shader currently looks like, it does change but only because I am spinning the quad I render, but my next attempt will hopefully not need to do that.
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