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[jitter] Re: jxs shaders in jit.gl.lua?

Wesley Smith wesley.hoke at gmail.com
Sun Feb 3 20:46:15 MST 2008


Hi Keith,
I didn't quite follow your last response.  What are you trying to do?
Why do you keep talking about multiple binds?  A Shader in OpenGL
configures the hardware pipeline to process vertices and pixels in a
particular manner.  Obviously, if you only have 1 card, you only have
1 pipeline thus you can only have 1 shader active at any given time.
Make sense?

wes

On Feb 3, 2008 7:31 PM, keith manlove <keithmanlove at gmail.com> wrote:
> I see... I didn't realize that.  I thought that it was only one
> shader, but I didn't realize that it was a hardware thing.  I'll look
> into the multiple binds.  Thanks for that.
>
> Keith
>
>
> On Feb 3, 2008 9:16 PM, Wesley Smith <wesley.hoke at gmail.com> wrote:
> > Multiple bindings of shaders or not available on any hardware.  There
> > can only be one shader at a time running on the GPU.  You can however
> > have multiple compiled shaders that you bind at different times.
> >
> > wes
> >
> >
> > On Feb 3, 2008 6:16 PM, Keith Manlove <keithmanlove at gmail.com> wrote:
> > > Hey Wesley,
> > >
> > > I'm not around my computer to try it, but are multiple bindings
> > > available?
> > >
> > > Keith
> > >
> > > On Feb 3, 2008, at 1:24 PM, "Wesley Smith" <wesley.hoke at gmail.com>
> > > wrote:
> > >
> > >
> > > > This is how you use shaders.  You just make a shader object and call
> > > > its bind methods.
> > > > wes
> > > >
> > > >
> > > > shader = jit.new("jit.gl.shader", this.drawto)
> > > > shader.file = "cc.brcosa.jxs" --shader file to load
> > > >
> > > > function draw()
> > > >
> > > >
> > > > shader:bind()
> > > >
> > > > gl.Begin("QUADS")
> > > > --top left
> > > > gl.TexCoord(0., 1.)
> > > > gl.Vertex(-0.5, 0.5, 0.)
> > > >
> > > > --bottom left
> > > > gl.TexCoord(0., 0.)
> > > > gl.Vertex(-0.5, -0.5, 0.)
> > > >
> > > > --bottom right
> > > > gl.TexCoord(1., 0.)
> > > > gl.Vertex(0.5, -0.5, 0.)
> > > >
> > > > --top right
> > > > gl.TexCoord(1., 1.)
> > > > gl.Vertex(0.5, 0.5, 0.)
> > > > gl.End()
> > > >
> > > > shader:unbind()
> > > >
> > > > end
> > >
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