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.
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