GLSL Editor

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10 comments, last by V-man 12 years, 6 months ago
Anyone know of a good GLSL IDE with colored words? It'd be nice to be able to not have to code it all in notepad!
We should do this the Microsoft way: "WAHOOOO!!! IT COMPILES! SHIP IT!"
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er... by "colored words" you mostly mean syntax highlighting.
there're many IDEs out there. Typhoon Labs' GLSL Shader Editor for one. But if you want th best IDE for GLSL (and everyhting else, IMHO), you can't go wrong with ATi's Render Monkey.
Yes, but Nivida Fx Composer is supposed to support GLSL sometime...
i recommend render monkey(because it is the only real ide for glsl)
and by the way fx composer will not support GLSL or even NVIDIA CG.
Quote:Original post by kariem2k
i recommend render monkey(because it is the only real ide for glsl)
and by the way fx composer will not support GLSL or even NVIDIA CG.


I don't like doing this, but allow me to tell you that you're an ignorant idiot, my good sir.

FX Composer 2.0, as revealed in nvidia slides, will support GLSL AND Cg, including CgFX.
Does it matter if I have a NVIDIA GeForce FX if I use RenderMonkey?
We should do this the Microsoft way: "WAHOOOO!!! IT COMPILES! SHIP IT!"
Quote:Original post by Code-R
I don't like doing this, but allow me to tell you that you're an ignorant idiot, my good sir.


*raises eyebrow*
errm.. lets not have name calling please children, ok so he was wrong but calling him and ignorant idiot was uncalled for, I'm sure you wouldnt appricate it if everytime you got something wrong you were called that?
So far, KATE for KDE on Linux is the only text editor I've found to support GLSL out of the box. It is my favorite text editor by far!
Douglas Eugene Reisinger II
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If u doing something with Java anyways. There are Netbeans plugins for GLSL and OpenCL
Why are you responding to a 6 year old thread?
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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