Hi there,
i got an theoretical question regarding jogl & glsl.
I’ve read:
If you use your own shader (vertex or fragment) the built in fixed pipeline functions are disabled, you you have to program your own translation, lightning, etc.
Is it possible to ‘simulate’ the fixed structures by using already programmed ‘Templates’ and only add the one effect somebody might want?
I’m not quite sure what exactly happen, maybe you can help me.
Does actually the programmed shader code overwrite the fixed methods or does the shader code disable the entire vertex or fragment pipeline, so you have to do everything from the scratch again?
My main purpose is to program Raleigh Scattering on a textured planet’s surface. On the way to that point, i’ll need some information gathering how exactly it work.
Cylab was so kind ( i think, it was you;-) ) to program a function how to load a shader from file into oyur program and use it. Thats exactly the stuff, we n00bs need to get to a simple functional jogl code to experiment with shaders.
Thanks for any hints or ideas
Best Regards,
el Normeo