Talk:OpenGL Shading Language
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Page title
[edit]In my opinion, the page should be titled "OpenGL Shading Language" instead of "GLSL", the abreviation. Just like the "High-Level Shading Language", or "HLSL".
In turn, the start of the page would read:
"OpenGL Shading Language (abbreviated: GLSL or GLslang) is a term used to describe ......."
109.160.229.40 (talk) 22:48, 18 August 2011 (UTC)
Tutorials (remove incomplete, add recommended by OpenGl
[edit]The link http://www.amyto.com/tutorials/glsl/1.html provided as a tutorial is no such thing. It looks like the material for the tutorials was never uploaded.
As an alternative, the following links would help:
are referenced OpenGl's Official Website.
Bmfy alexhans (talk) 14:26, 20 August 2010 (UTC)
The term "fragment" is used here without definition or context 209.29.22.199 (talk) 11:27, 11 April 2009 (UTC)
Old Reference
[edit]The link to Apple's OpenGL shader builder was to a document on Apple's dev site last edited in 2004 which did not reflect the current version of the OpenGL Shader Builder. I updated the link to a more recent user guide (mid 2008) which more accurately reflects the usage of the program as it is included in XCode 3. If I find a more recent version of the user guide I will again change the link. 128.119.40.196 (talk) 14:42, 12 November 2009 (UTC)
The "Trivial" sample uses unfamiliar terms without introducing them
[edit]For instance, "This transforms the input vertex the same way the fixed-function pipeline would" assumes the reader knows what a fixed-function pipeline would do (not mention, what it is in the first place!).
A trivial example should be truly trivial and should relate to the ideas introduced earlier. It would be great to seem something truly trivial, such as computing the dot product of two vectors. —Preceding unsigned comment added by 208.71.200.88 (talk) 01:35, 21 December 2010 (UTC)
GLSL-ES
[edit]I've seen several sources (eg http://www.opengl.org/pipeline/article/vol004_2/) talking about GLSL-ES as the dialect of GLSL that's supported by OpenGL-ES2. Does anyone know of an official document describing it? What should we say about that here? SteveBaker (talk) 18:54, 16 February 2011 (UTC)
maybe add these links
[edit]this webpage lets you experiment with glsl: http://glsl.heroku.com/ and this is a stand-alone program to play with glsl: https://github.com/githole/Live-Coder
--2A01:198:314:0:E114:5440:D3A8:8FAD (talk) 00:24, 18 January 2013 (UTC)
Example shaders and driver overhead
[edit]- Are the examples shaders code that is part of a Game engine or of a device driver like e.g. Mesa 3D?
- When is this code compiled?
- Is the resulting machine code being executed on the CPU or on the GPU? ScotXW (talk) 13:04, 1 March 2014 (UTC)
Reference for 4.60.5 release date no longer correct
[edit]The article references https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf for the release of 4.60.5, but this link now points to 4.60.8, which was released in 2023. I can't find any copies of the 4.60.5 PDF on Khronos sites, but I did find one at https://www.ece.lsu.edu/koppel/gp/refs/GLSLangSpec.4.60.pdf , which aligns with the date stated by the article. Does anyone know of an officially-hosted copy? Alternatively the article could just be updated to list .8 rather than .5, since for all the others only their last revision is listed. Holosword (talk) 03:39, 15 May 2024 (UTC)
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