Monday, August 21, 2006
QGL has shaders
Thanks to some enlightenment from Alex Holkner (GLSLExample on the pygame cookbook), QGL now has shader support that actually works. The attached screen shot shows a Toon Shader in action.
A QGL shader has an update method, which passes named arguments to the shader program. Currently, the only supported data type for update operations is the humble float. Vector and matrix data types are coming soon.
Subscribe to:
Post Comments (Atom)
Popular Posts
-
These are the robots I've been working on for the last 12 months. They each weigh about 11 tonnes and have a 17 meter reach. The control...
-
This hard-to-see screenshot is a Generic Node Graph Editing framework I'm building. I'm hoping it can be used for any kind of node...
-
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
-
MiddleMan: A Pub/Sub and Request/Response server in Go. This is my first Go project. It is a rewrite of an existing Python server, based o...
-
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
-
I've just read a newspaper article (courtesy of Kranzky ) from WA Business News documenting the malfeasance, gross negligence and misc...
-
After my last post, I decided to benchmark the scaling properties of Stackless, Kamaelia, Fibra using the same hackysack algorithm. Left axi...
-
Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on vi...
-
Update: This is another planet shader, with more physical fidelity. Shader "Planet" { Properties { _MainTex ("Diff...
-
At the last few GameJams, I've seen an increase in the use of RAD game tools, some of them even being developed by the participants them...
3 comments:
This is cool and all, but I'm concerned about QGL being a single-user library for the next pyweek. There's a lot of functionality going in and there's only a week and half to go before the challenge starts...
duh, I just noticed the bit you wrote in the most recent post about "won't be available until after pyweek". sorry to have bothered you :)
No problem at all! I've been itchin to release this shader stuff... but I thought to myself, 'Richard might not be too happy about this...' so I decided to hold off for a little while.
I've found that Pyweek is very helpful to me, it keeps me motivated, inspired, and adds a little spark to my development every 4 months or so..
Long live Pyweek! :-)
Post a Comment