how to do deferred shading with glsl ? i need to store 7 components in a 64 bits color, the two firsts in the R component, the two seconds in the G component, etc… But i don’t know how to pack them and how to unpack them. To have a 64 bits color buffer i use a simple pbuffer. I use ATI 9800 pro and nvidia fx5900xt cards.
Originally posted by Korval: [quote]MRT has been exposed for ages.
And what about the glslang API?[/QUOTE]Take a look at the new GLSL 1.1 specification. There are new built-in output data types for the fragment shader: gl_FragData[i].
Sorry about the bad info on drawbuffers. You can use it via ARB_vertex_program today so it looks like it’s possible.
And for the NV40, it supports ATI_draw_buffers (emulation on previous).
And when GLSL 1.1 support is added …
Originally posted by Corrail: This extension (ATI_draw_buffer) will be included in OpenGL 2.0 as an ARB extension. So it “isn’t vendor specific”.
What GL 2.0?