You understandably want to know where the OpenGL 3 specification is. I have good news and some bad news. First the bad news. Obviously, the specification isn't out yet. The OpenGL ARB found, after careful review, some unresolved issues that we want addressed before we feel comfortable releasing a specification. The good news is that we've greatly improved the specification since Siggraph 2007, added some functionality, and flushed out a whole lot of details. None of these issues we found are of earth-shocking nature, but we did want them discussed and resolved to make absolutely sure we are on the right path, and we are. Rest assured we are working as hard as we can on getting the specification done. The ARB meets 5 times a week, and has done so for the last two months, to get this out to you as soon as possible. Getting a solid specification put together will also help us with the follow-ons to OpenGL 3: OpenGL Longs Peak Reloaded and Mount Evans. We don't want to spend time fixing mistakes made in haste.
Read more in this OpenGL.org forum post.
glslDevil v1.1.1 has been released
Version 1.1.1 of glslDevil - a free OpenGL shader debugger - has been released yesterday. This is mostly a maintenance release for v1.1 (shipped a few days ago). v1.1 is the first public version that supports Windows.
For more information visit the glslDevil website
There are plenty of examples of GLSL shaders available in print or on the web. In this article, rather than showing an a la carte example, we will go through the creation of a shader library. Since the two most likely requirements in and OpenGL program are texturing and lighting the scene, those will be the two things we'll be doing. Specifically we'll be covering Texturing, and as an extension Multi-Texturing, and Per-pixel Lighting for Directional, Point, and Spot Lights.