i cant fetch some adresses like: glShaderSourceARB
i did
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)wglGetProcAddress("glShaderSourceARB"); but i have NULL
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#4___
Posted 25 September 2012 - 08:54 AM
my card does not support glsl [well i have other computers but am working on old laptop ;s]
#3___
Posted 25 September 2012 - 08:21 AM
well i really don't understand code in shaders this is black magic for me :S i just want to make shadowmapping ;x
line in example
ShadowCoord= gl_TextureMatrix[7] * gl_Vertex;
gl_Position = ftransform();
gl_FrontColor = gl_Color;
this is totally wierd!
line in example
ShadowCoord= gl_TextureMatrix[7] * gl_Vertex;
gl_Position = ftransform();
gl_FrontColor = gl_Color;
this is totally wierd!
#2___
Posted 25 September 2012 - 08:19 AM
well i really don't understand code in shaders this is black magic for me :S i just want to make shadowmapping ;x
#1___
Posted 25 September 2012 - 06:08 AM
but i use intel express 945 graphic card and this i think does not support shaders and also i do not want to use them really/ i found that if i make something work in opengl for this card this will work fo ati and nvidia too with same effect 
So you are trying to tell me that i should make 8 bit depth buffer? or can i make it in the other way such as?
i also have a question about
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 512, 512, 0, GL_DEPTH_COMPONENT24, GL_UNSIGNED_BYTE, 0);
i think heres the thing you mentioned? edepthcomponent 24 to unsigned byte?
So you are trying to tell me that i should make 8 bit depth buffer? or can i make it in the other way such as?
i also have a question about
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 512, 512, 0, GL_DEPTH_COMPONENT24, GL_UNSIGNED_BYTE, 0);
i think heres the thing you mentioned? edepthcomponent 24 to unsigned byte?