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scott wrote:
>> Ah, OK. Well I have a Haskell binding to OpenGL, but not for DirectX.
>>
>> So the exact function calls you're talking about won't help me, but it
>> gives me some idea what I'm trying to do...
>
> I would try and find some very simple demos of pixel and vertex shaders
> written in OpenGL first and get them working. IIRC they are called
> something else in OpenGL too, just to make matters more confusing.
OpenGL apparently calls a pixel shader a "fragment shader".
I found a small program that allows you to type in GLSL source code and
see it applied to a mesh object. Should help me get to know the
language, but won't help much with rendering a texture of floats. ;-)
The "other" fun thing is that shaders were introduced in OpenGL 2.0, for
which no language spec is available online. You have to buy the book for
that. But having a look at the Haskell OpenGL bindings, I think I see
how it's supposed to work...
--
http://blog.orphi.me.uk/
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