Lourens Veen wrote:
On Monday 17 April 2006 17:03, Timothy Miller wrote:
Anyhow, it seems to me that we should look at some examples.  There
are two things we can do here.  Some people with experience can write
out, in high-level pseudo-code, some simple shader programs.  And
someone else could look at the OGA "model" and convert that into the
pseudo code corresponding to how it would be fully implemented in a
programmable shader (some details can be left out).

Perhaps these could be useful?

http://www.lighthouse3d.com/opengl/glsl/index.php?shaders

uniform mat4 gl_ModelViewMatrix;
uniform mat4 gl_ProjectionMatrix;
attribute vec4 gl_Vertex;
void main()
  {
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
  }

==============================================================================
Pseudo Code (each token is enclosed in "<" ">"):

<void><main(><)>
  <{>
    <GL mat4><gl_Position><=><<uniform mat4><gl_ProjectionMatrix>
    <*><uniform mat4><gl_ModelViewMatrix><*><attribute vec4>
    <gl_Vertex><;>
  <}>

NOTE that this can be improved by reordering the operations to RPN to
reduce the amount of op stack usage.

--
JRT

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