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whysee

writing assembly vertex and fragment program

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hi all, I'm currently writing an online game where each player has a spotlight after testing many technique to get lighting and shadows for multiple lights I found it's more extensible to write it out as a shader but ... it seem difficult for me to find a good starting point : my app ONLY support ARBvp1.0 and ARBfp1.0 Where I can find a good tutorial on how to write such files ? I need advices for a good way to write it Do I need SDK if exists where I can test my effects ? I'm on linux with a GeForce3

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Just Google :~)

I've learned it from "The OpenGL Extensions" by Eric Lengyel. Other than this if you could find the ARB assembly instructions manual you should be able to start programming.

Hope this helps!

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thanks for your answer

I'm wondering if something like Cg SDK or an other one working on linux can help writing vertex program, if someone has set up a good environment for that.
Or if there a way to write GLSL code to be converted in ARBvp/fp1.0

I have read some spec on ARBvp assembly so I think i could understand something but my was on a good tutorial on how to make complex shader, passing parameters adding projective texture blending and so on ..

I'm new to this post and maybe this question is an other topic for graphic theory ?

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