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GLSL internal text shaders

Started by MARS_999 Sep 7, 2005 at 12:33 PM 3 replies 850+ views
Original Post
MARS_999
MARS_999
I was wondering how people are doing their char[] based shaders for GLSL? I tried to, but got an overflow for my char*[]... So do I need to dynamically make this string to allow for a larger amount of chars? Any example would be greatly appreciated. Thanks
_the_phantom_
_the_phantom_
errm... I'm treating it the same as I would any other variable amount of text by dynamically allocating the memory
MARS_999
MARS_999
Quote:
Original post by phantom
errm... I'm treating it the same as I would any other variable amount of text by dynamically allocating the memory


Yeah thats what I am doing... I just had to strcat() due to my string is to long the compiler says...
MARS_999
MARS_999
I am including the shader code in the mapeditor code base. To clear up what I am doing. I can load the shader code just fine from a text file format. Which I am doing in my engine. But I am looking to give out my mapeditor to some people to work on and don't want my shaders all over the place as of yet... :)

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