[GEM-dev] help with glsl abstractions

Jack jack at rybn.org
Mon Sep 2 14:09:10 CEST 2013


Le 02/09/2013 12:32, Nicolas Montgermont a écrit :
>
>>>  >
>>>> Le 26/07/2013 14:03, IOhannes m zmölnig a écrit :
>>>> > On 07/26/13 11:44, Jack wrote:
>>>> >> Hello,
>>>> >>
>>>> >> I would like to create GLSL abstractions in the help directory,
>>>> which
>>>> >> would replace pix_ objects when possible. The name would start with
>>>> >> glsl_ instead of pix_.
>>>>
>>>> > sound good.
>>>>
> I was wondering, isn't a name connected to pix could be better suited?
> for example
> pix_alpha -> pix_alpha_sl
> instead of
> pix_alpha -> glsl_alpha
> Cause it's here to replace pixes, no? And we can imagine having glsl
> abstraction not working specially in the field of texture...
> This way the help directory will be alphabetically directly ordered...
> and one can imagine new pixes effect without any need for a
> corresponding pix_* object
> best,
> n
>
This aspect is important.
Problem : often pix_* objects are for pixes using CPU. With shaders in
GLSL we deal with textures on GPU (to replace pixes).
So here, a list of possibilities to replace, for example, [pix_2grey] :
[glsl_2grey] (easy to find equivalent of [pix_2grey])
[tex_2grey] (also easy to find equivalent of [pix_2grey])
[glsl_tex_2grey] (quite easy to find equivalent of [pix_2grey])

Now if we need to work on vertex/fragment in the future, it would be
possible to use a specific name with glsl_ and not with tex_ (which is
for texture), for example if we need to change z position of vertices
according to the color of a texture :
[glsl_vertex_displacement]

So, I think we should always start names with [glsl_].
Then, distinguish the work on texture, vertex, fragment and geometry.
Then maybe something starting with :
glsl_tex_*
glsl_vertex_*
glsl_fragment_*
glsl_geometry_*

++

Jack





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