Shader Support
Just curious how risky it is to use glsl shaders.. thoughts anyone?(log in to comment)
Comments
@richard.. interesting. .admittedly i had hoped that "glsl" would have standardized stuff by now, haven't looked into shader capabilities since 02 or so. It seems like a far more elegant way to make my simple games look awesome.
@RB[0].. yeah, i had to dig to find out my intel gma chipset has *some* available. Points aren't really the goal, i just love the idea that i could make a graphically rich 3d environment without doing much in the way of code tricks (which i think shaders ideally would do)
And really I am just looking for an excuse to get good at shaders so I can attempt to make beautiful 3d environments
Shaders are fun. Don't let all this pessimism hold you back from trying!
Also, there's some nice shader wrapping modules in the pyglet SVN experimental directory.
The driver situation is pretty bleak too; I've seen compiler bugs in the latest nvidia drivers running on 8800's that would make you cry. Cg is far more stable.
GLSL is still rumored to have many bugs in the actual implementations but it probably works fine most of the time. Personally I'll use either Cg or low-level assembly-style syntax. I'm more familiar with the later but compared to a C-style syntax it can be a bit frustrating so I haven't decided which one I'll use for this PyWeek.
I'll have at least a simple compatibility mode for people without shaders. I also would like to mess with the new features only available in Shader Model 4.0, but I think that requires NVidia specific extensions, so only people with GeForce 8xxx or newer would be able to see it. So from a competition point of view, that's not really worth it but coding interesting things is more important.
So I'll have at least 3 configurations:
- fixed pipeline
- basic shaders
- shader model 4.0
richard on 2008/08/26 00:41:
Shaders have two risks: