GL_NV_transform_feedback is the same functionality than Direct3D 10 stream output (for more details see in the middle of this page). GL_NV_transform_feedback is only supported on GeForce 8 and higher then debugging shaders on a Radeon is not possible. To debug shaders, glslDevil uses the GL_NV_transform_feedback extension that allows to retrieve vertices attributes like position, normal or texture coordinates after the vertex shader execution. Currently breakpoints in shaders are not supported but they’re planned for a next version. Once you encounter a GLSL shader, you can step inside and watch the values of variables. glslDevil intercepts OpenGL calls and you can step through them. One nice feature is there’s no need to have the application source code, the executable is enough. glslDevil is a free tool for debugging GLSL shaders (vertex, fragment and geometry shaders). The new version of glslDevil is out, almost one year after the previous release.
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