FFP and Shaders

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0 comments, last by V-man 15 years, 5 months ago
should the use of shaders be over-riding the fixed function pipline? say I have a shader then initialize it and I have texture class that's was made of the FFP. the shader should override it right? At the moment I have this situation but it will crash the app if I have both of these running. should this really matter? Is it like confusing ogl from one moment thinking its not FFP then it is? You might be wondering why. that would be because I had started using shaders using a machine that wasn't mine then got a machine that is new but can't do ogl 2.1 (slowly raising the money to get a videocard capable of it) so I had to fall back to ogl 1.4-1.5 . I didn't want to just stop so yeah.
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There is no difference in the a way a texture is created. I has nothing to do with FFP or shaders.
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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