Talk:OpenGL Shading Language

This is an old revision of this page, as edited by 208.71.200.88 (talk) at 01:35, 21 December 2010 (The "Trivial" sample uses unfamiliar terms without introducing them: new section). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Latest comment: 15 years ago by Bmfy alexhans

The link http://www.amyto.com/tutorials/glsl/1.html provided as a tutorial is no such thing. It looks like the material for the tutorials was never uploaded.

As an alternative, the following links would help:

are referenced OpenGl's Official Website.

Bmfy alexhans (talk) 14:26, 20 August 2010 (UTC)Reply


The term "fragment" is used here without definition or context 209.29.22.199 (talk) 11:27, 11 April 2009 (UTC)Reply

Old Reference

The link to Apple's OpenGL shader builder was to a document on Apple's dev site last edited in 2004 which did not reflect the current version of the OpenGL Shader Builder. I updated the link to a more recent user guide (mid 2008) which more accurately reflects the usage of the program as it is included in XCode 3. If I find a more recent version of the user guide I will again change the link. 128.119.40.196 (talk) 14:42, 12 November 2009 (UTC)Reply

The "Trivial" sample uses unfamiliar terms without introducing them

For instance, "This transforms the input vertex the same way the fixed-function pipeline would" assumes the reader knows what a fixed-function pipeline would do (not mention, what it is in the first place!).

A trivial example should be truly trivial and should relate to the ideas introduced earlier. It would be great to seem something truly trivial, such as computing the dot product of two vectors.