[MPlayer-dev-eng] gl & distorted fisheye for dome projection
Matthias Schwarzott
zzam at gentoo.org
Sat Jul 1 11:05:01 CEST 2006
On Thursday 29 June 2006 23:06, Reimar Döffinger wrote:
>
> Specification is here:
> http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_program.txt
> But don't worry, I can help you out there, I don't think it should be
> too much of an effort.
I would suggest to not use the assambler-like shaders but the OpenGL Shading
Language supported from OpenGL 1.4 and newer. It is heavily based on C.
Documentation can be found here:
http://www.opengl.org/documentation/glsl/
I think we need vertex-shaders and fragment-shaders. This is usefull even in
the case the code draws a single quadrangle for texturing it.
Vertex-shaders and Fragment-shaders are one unit - the vertex-shader has to
set the variables which should be interpolated by the rastering stage of the
pipline and passed to the fragment-shader.
Expamples for Texturing with GLSL can be found here:
http://www.ozone3d.net/tutorials/glsl_texturing.php
General tuturial: http://www.clockworkcoders.com/oglsl/tutorials.html
Matthias
--
Matthias Schwarzott
Gentoo Developer
http://www.gentoo.org
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