Eniko
Raving Python fangirl
le sigh
n. an exaggerated interjection indicating frustration, resignation, yearning, weariness, etc.
n. an exaggerated interjection indicating frustration, resignation, yearning, weariness, etc.
'Eniko' said:Well yes, so I've been targeting OGLES1.1, since I didn't want to write shaders for everything. But I would still like shaders, particularly pixel shaders, on top of the fixed functionality. And from my research that won't work, although I'd absolutely love if someone would come in here and go "Eni you're wrong".
But from what I gathered doing some Googling around, either you do 100% shaders, or 0% shaders, and currently I'm coding for a model that uses about 10% shaders, which apparently will work on OGL, but not ES.
If it's possible though, again, I'd love to stand corrected.
Eni you're 100% correct. I thought the same, but once I wrote out my own camera class, all I have to do is pass that camera class to the shader at a mat4, then use that instead of ftransform(), and I'm sorted!
'Butterman' said:Eni you're 100% correct. I thought the same, but once I wrote out my own camera class, all I have to do is pass that camera class to the shader at a mat4, then use that instead of ftransform(), and I'm sorted!
That's all greek to me unfortunately. >_>
nope, there is no GLSL function which does a fixed function fragment. you'll have to code it yourself.'lulzfish' said:Well, you'll need OGLES2 then.
The good news is that fixed function shaders aren't too hard, I think there's actually a function like
"fixedfunctionfragment"
that you call from the shader program.
But you will need to either completely use shaders or not use any.