Author Topic: OpenGL ES 2.0 support (including shaders)  (Read 14496 times)

Offline raft

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #15 on: March 13, 2010, 11:42:48 pm »
After all, having more options to choose from can't be a bad thing.
impossible to disagree

A little of topic: Are you planning to get an actual phone?
no concrete plans yet. if i decide to do something for android, i will certainly need one. but the thing is, living in turkey has disadvantages on this thing too. nexus one isnt sold for this reagon at the moment ::) i dont know any other model sold around/for here. my friend has a tattoo and g1, tattoo is sent him by a company and g1 is bought by a friend living in usa.

speaking of the witch, google gives a free android phone (g1 i suppose) to all who has an app in android market with 5000+ downloads. my friend's dictionary app has 900.000+ downloads but he cant get one because he lives in turkey  >:(

Offline raft

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #16 on: March 14, 2010, 09:36:15 pm »
..i dont know any other model sold around/for here.
i must correct myself here. this is defintely not the case, there are htc and samsung models for example

Offline zammbi

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #17 on: March 16, 2010, 02:04:10 pm »
Just ordered a Milestone. So I can help with any testing when I get it...

Offline EgonOlsen

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #18 on: March 16, 2010, 05:02:52 pm »
Cool. Can we force you to write some game or something for it somehow...? ;D

Offline zammbi

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #19 on: March 16, 2010, 10:09:40 pm »
Sure   :)
Was not cheap, had to get a special one from Canada to work on my network. So will be looking into creating some apps and putting it on the market.

Offline K24A3

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #20 on: September 25, 2012, 09:56:21 am »
Sorry to dig up an old thread but I noticed a few 'WTF' comments in the default jPCT shaders, perhaps this info can help;

Varyings are used for passing data from a vertex shader to a fragment shader. Varyings are (perspective correct) interpolated across the primitive. Varyings are read-only in fragment shader but are read- and writeable in vertex shader (but be careful, reading a varying type before writing to it will return an undefined value). If you want to use varyings you have to declare the same varying in your vertex shader and in your fragment shader.

All uniform, attribute and varying types HAVE to be global. You are not allowed to specify a uniform/attribute/varying type in a function or a void.


Ref: http://nehe.gamedev.net/article/glsl_an_introduction/25007/

Offline EgonOlsen

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Re: OpenGL ES 2.0 support (including shaders)
« Reply #21 on: September 25, 2012, 01:25:20 pm »
I know that. The WTFs refer to some shader compiler choking on loops and some optimizing away the whole shader is some cases. They have nothing to do with varyings in the first place.