Thanks for your reply.
I've now got em working with vertex arrays and vertex indices.
But I just learned the VERY hard that the shader file is case sensitive. tut tut. Just wasted about 4 hours before I just realised I have a temp and was accessing it as Temp !!!! I was getting an error after the 'glProgramStringARB............' command! Although the error didn't stop the program, OPenGl just generated the error internally ( retrieved by glGetError() ) and just ignored the command, hence i got a blank screen! A lesson learned here is always do ERROR CHECKING.
What a nightmare! At least I know now, and I won't make that mistake again!
Keep a look out for some spankingly cool demos effects! :)
@Tom: You dont have to program the shader in another app (although the apps do offer immediate visuals as to what you will get!). The shader program is just a normal ascii file. Then you load that file into your program and store it in a string, then load the string up to your graphics card! You can infact ( and I did ) just have a text string in your bmax program that contains all the right shader commands! then upload that to the graphics card. Cool stuff with unbelievable possibilties! :D
Thanks again
I've now got em working with vertex arrays and vertex indices.
But I just learned the VERY hard that the shader file is case sensitive. tut tut. Just wasted about 4 hours before I just realised I have a temp and was accessing it as Temp !!!! I was getting an error after the 'glProgramStringARB............' command! Although the error didn't stop the program, OPenGl just generated the error internally ( retrieved by glGetError() ) and just ignored the command, hence i got a blank screen! A lesson learned here is always do ERROR CHECKING.
What a nightmare! At least I know now, and I won't make that mistake again!
Keep a look out for some spankingly cool demos effects! :)
@Tom: You dont have to program the shader in another app (although the apps do offer immediate visuals as to what you will get!). The shader program is just a normal ascii file. Then you load that file into your program and store it in a string, then load the string up to your graphics card! You can infact ( and I did ) just have a text string in your bmax program that contains all the right shader commands! then upload that to the graphics card. Cool stuff with unbelievable possibilties! :D
Thanks again