Asm&GLSL Shader Functions (part 1/2) [done!]
Part 2/2 of this topic is located at http://www.opentk.com/node/191
http://www.opengl.org/registry/specs/ARB/shader_objects.txt
http://www.opengl.org/registry/specs/ARB/fragment_shader.txt
http://www.opengl.org/registry/specs/ARB/vertex_shader.txt
http://www.opengl.org/registry/specs/ARB/fragment_program.txt
http://www.opengl.org/registry/specs/ARB/vertex_program.txt
Assembly Program Functions. class GL.Arb
old: GL.Arb.ProgramString( ArbVertexProgram target, ArbVertexProgram format, XX, XX );
new: GL.Arb.ProgramString( AsmProgramTarget target, AsmProgramFormat format, XX, XX );
*
old: GL.Arb.BindProgram( ArbVertexProgram target, XX );
new: GL.Arb.BindProgram( AsmProgramTarget target, XX );
*
old: GL.Arb.ProgramEnvParameter4( ArbVertexProgram target, XX, XX );
new: GL.Arb.ProgramEnvParameter4( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.ProgramLocalParameter4( ArbVertexProgram target, XX, XX );
new: GL.Arb.ProgramLocalParameter4( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.GetProgramEnvParameter( ArbVertexProgram target, XX, XX );
new: GL.Arb.GetProgramEnvParameter( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.GetProgramLocalParameter( ArbVertexProgram target, XX, XX );
new: GL.Arb.GetProgramLocalParameter( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.GetProgram( ArbVertexProgram target, ArbVertexProgram pname, XX );
new: GL.Arb.GetProgram( AsmProgramTarget target, GetAsmProgramParameters pname, XX );
*
old: GL.Arb.GetProgramString( ArbVertexProgram target, ArbVertexProgram pname, XX );
new: GL.Arb.GetProgramString( AsmProgramTarget target, GetAsmProgramString pname, XX );
*
// This is appears correct, Asm programs are created using GL.Arb.BindProgram()
old: GL.Arb.CreateShaderObject( ArbShaderObjects shaderType );
new: GL.Arb.CreateShaderObject( ShaderType shaderType );
*
old: GL.Arb.GetHandle( ArbShaderObjects pname );
new: GL.Arb.GetHandle( ShaderObjectHandle pname );
*
old: GL.Arb.GetObjectParameter( XX, ArbShaderObjects pname, XX );
new: GL.Arb.GetObjectParameter( XX, ObjectParameterName pname, XX );
GLSL Shader Program Functions. class GL
old: GL.CreateShader( Version20 type );
new: GL.CreateShader( ShaderType type );
*
old: GL.GetActiveUniform( XX, XX, XX, XX, XX, out Version20 type, XX );
new: GL.GetActiveUniform( XX, XX, XX, XX, XX, out ActiveUniformType type, XX );
*
old: GL.GetActiveAttrib( XX, XX, XX, XX, XX, out Version20 type, XX );
new: GL.GetActiveAttrib( XX, XX, XX, XX, XX, out ActiveAttribType type, XX );
*
// I had already posted regarding GL.VertexAttribPointer in the forums. See http://www.opentk.com/node/130?page=2 Number 8.
old: GL.VertexAttribPointer( XX, XX, Version20 type, XX, XX, XX );
new: GL.VertexAttribPointer( XX, XX, ColorPointerType type, XX, XX, XX );
*
old: GL.GetVertexAttrib( XX, Version20 pname, XX );
new: GL.GetVertexAttrib( XX, GetAttribParameter pname, XX );
*
old: GL.GetVertexAttribPointer( XX, Version20 pname, xx );
new: GL.GetVertexAttribPointer( XX, GetAttribPointerParameter pname, xx );




Comments
Jan 03
12:18:41Used a slightly different
posted by the FiddlerUsed a slightly different name scheme for parameters in (Get)VertexAttrib* functions, to better match the default naming scheme:
VertexAttribParameter instead of GetAttribParameter
VertexAttribPointerParameter instead of GetAttribPointerParameter
These match the default ones which looked like
VertexAttribPropertyARB(dropped ARB since it's core, Parameter is used instead of Property in core functions).Jan 03
15:59:43Sure, I just named them in a
posted by InertiaSure, I just named them in a way so it's obvious to me which belongs to what. (It was a huge mountain when I started with it ;) )