Funny days with GLSL
Currently I am working on an intro for the TUM Demoparty. Keep code small and portable seems to be tricky. I know there are issues in code between platforms like Windows and Mac OS X. But I always expected the shader language to be portable. But I never had such problems with the OpenGL Shading Language.There are two usable versions of GLSL: implicit version 1.10 and version 1.20.Both specifications have in common that no cast operator is defined. Instead the constructor is used to convert types.
(more…)
PSP Clipping
A lot of people have noticed some bad clipping errors on psp, especially Quake 2 has huge clipping problems. Why this problems do not occure on the pc? The hardware clipping on the psp handheld is implemented very lousy. There is a region sligthly bigger than the screen. If one point of a triangle is outside of this region the triangle is skipped.
(more…)