On Feb 28, 2006, at 4:47 PM, zmoelnig@iem.at wrote:
Quoting james tittle tigital@mac.com:
...my modem access atm doesn't allow me to get thru to cvs.sf.net (?), but I looked at your diff and see a variable m_wantLink(0) which I don't have: are we in sync on this file?
well, i moved the actual LinkProgram() to be called from within render() and not directly from the linkMess(). the linkMess() just tells the [glsl_program], that at the next render cycle the objects should be linked. probably this does not matter, however i wanted to be sure, that we have a valid GL-context; the only moment we can be sure that there is a valid GL-context is during one of the render()-function calls (this includes postrender(), startRender() and so on)
...ok, just checked it out and it's working great on this end: thanks for the cleanup, I always forget and try to do c instead of using c++ features such as new[] and delete[] and...
easily in glsl, and it would likely have "gl_ModelViewProjectionMatrix" as an active uniform: this is usually
are there implicit active uniforms (which i don't have to declare as such) ?
...there are a bunch of built-in uniforms (ex. gl_ModelViewMatrix, gl_LightSource[2].spotDirection), attributes (ex. gl_Color, gl_Normal), and varying (ex. gl_FrontColor, gl_TexCoord[]) variables...any opengl state variable can be accessed with the reserved prefix "gl_*", and there's obviously some shared between vertex and fragment shaders, and some are just plain different...if you don't wanna get the orange book, grab the glsl spec:
http://opengl.org/documentation/oglsl.html
PS: ben, the patch is really the one, jamie sent some weeks ago on this list. however, i can send it tomorrow.
...I'm sending it to him again off-list...
back to other things, jamie