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  1. #2
    Started research on GLSL, which seems to be mainstream for pixel/fragment-shading languages. What i gathered so far:

    http://oss.sgi.com/projects/ogl-samp...ent_shader.txt
    http://en.wikipedia.org/wiki/OpenGL_...ragment_shader
    http://nehe.gamedev.net/article/glsl...duction/25007/

    GL functions that are related:
    glCreateProgram
    glShaderSource
    glUseProgram
    glBindFragDataLocation
    glValidateProgram
    glLinkProgram
    glAttachShader
    glGetFragDataLocation
    glDetachShader
    glDeleteProgram

    I'm also assuming that i still need to use multitexturing, but not cube-mapping.

    edit: Finally it's working. GL code is much easier with GLSL than the above early attempt. But the shader code is beyond understanding for some parts, luckily there is ready code in the net. Shader in taken screenshot only supports 1 light source with its ambient, diffuse and position.
    Attached Images Attached Images
    Last edited by User137; 17-07-2012 at 09:09 PM.

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