Spellcaster Studios

Make it happen…

Tag Archives: shaders

GLSL Optimizer

Today I integrated GLSL Optimizer to my shader code… It had some quirks: Doesn’t accept #line directives with name of the files, so I have to strip that when feeding it Doesn’t accept OpenGL 3.30 shaders   This last one isn’t that bad, although I was using 3.30 shaders (the tutorials I was using were […]

Preprocessor

Today I worked on building a preprocessor for GLSL… Well, I didn’t exactly built a preprocessor, GLSL has one (contrary to what I understood previously), but it doesn’t work like the Direct3D one. On the D3D one, when I ask him to compile a shader, I give him a series of preprocessor macros and he […]

Our editor

A big slice of our development “budget” has gone into SurgeED, something I’ve been working on and off for the last two years… SurgeED is a world editor with some “workspace” capabilities. The idea is that we don’t just author maps in it, we aggregate all our development tools and utilities into this unified system, […]