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Member Since 24 Nov 2009
Offline Last Active Today, 12:41 PM

Posts I've Made

In Topic: Screenshot of your biggest success/ tech demo

05 May 2014 - 03:05 PM

Here's a tech demo I "completed" (i.e. stopped working on) a couple of years back, which has a couple of nice features although it's quite dated now:




Same software, with a more organic-looking scene:




In Topic: What OpenGL Wrappers are available for public use?

22 July 2013 - 05:20 AM



Writing your own wrapper can be quite a good way to explore the API, but be warned that it's easy to get bogged down trying to 'redesign' OpenGL. Personally I just use some simple object-oriented wrappers that handle things like creating textures/framebuffers/shaders, plus some logging/debugging stuff.

In Topic: Do you extend GLSL?

19 July 2013 - 05:01 AM

Like Promit, I have a somewhat hacky preprocessor which manages #includes but not much else. For experimental and small scale projects you don't really need anything more. A serious renderer would probably require a more complete system for things like generating shader permutations. External #defines are a good mechanism for that sort of thing. 

In Topic: Yet another Deferred Shading / Anti-aliasing discussion...

04 July 2013 - 09:06 AM

There's an adaptive supersampling approach outlined here which may also be of interest.

In Topic: GLSL #pragma optimize(off) has no effect.

09 March 2013 - 04:05 AM

#pragma optimize isn't in the spec, so probably isn't supported on your implementation.


I think the best solution will be to make your application code more robust, e.g. check to see if glGetAttribLocation() returns -1 to avoid enabling attributes that have been optimized out, etc.