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<channel>
	<title>Lighthouse3d.com</title>
	
	<link>http://www.lighthouse3d.com</link>
	<description>Mostly about 3D graphics</description>
	<lastBuildDate>Tue, 02 Apr 2013 01:44:55 +0000</lastBuildDate>
	<language>en-US</language>
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		<title>Foundations of Computer Graphics – Online Course at EdX</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/K1BvR_OJIqE/</link>
		<comments>http://www.lighthouse3d.com/2013/04/foundations-of-computer-graphics-online-course-at-edx/#comments</comments>
		<pubDate>Tue, 02 Apr 2013 01:21:50 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Docs]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Courses]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4716</guid>
		<description><![CDATA[A Computer Grahpics course is available at EdX, by Ravi Ramamoorthi, a Professor at UC Berkeley. By the end of the course students should understand the concepts of 3D graphics, and develop programs that create images of a 3D scene with lighting, using both real-time OpenGL and GLSL programming, as well as offline raytracing. Syllabus: Overview and <a href='http://www.lighthouse3d.com/2013/04/foundations-of-computer-graphics-online-course-at-edx/'>[...]</a>]]></description>
				<content:encoded><![CDATA[<p>A <a href="https://www.edx.org/courses/BerkeleyX/CS184.1x/2013_Spring/information/">Computer Grahpics course</a><img class="alignleft  wp-image-4719" style="margin-left: 10px; margin-right: 10px;" alt="edxcourse" src="http://www.lighthouse3d.com/wp-content/uploads/2013/04/edxcourse.jpg" width="100" /> is available at EdX, by Ravi Ramamoorthi, a Professor at UC Berkeley. By the end of the course students should understand the concepts of 3D graphics, and develop programs that create images of a 3D scene with lighting, using both real-time OpenGL and GLSL programming, as well as offline raytracing.</p>
<p>Syllabus:</p>
<ol start="0">
<li>Overview and Basic Math</li>
<li>Transformations</li>
<li>OpenGL and Lighting</li>
<li>Raytracing</li>
</ol>
<p>&nbsp;</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/K1BvR_OJIqE" height="1" width="1"/>]]></content:encoded>
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		<feedburner:origLink>http://www.lighthouse3d.com/2013/04/foundations-of-computer-graphics-online-course-at-edx/</feedburner:origLink></item>
		<item>
		<title>Interactive 3D Graphics – Online Course at Udacity</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/_Ma4HXVvew4/</link>
		<comments>http://www.lighthouse3d.com/2013/03/interactive-3d-graphics-online-course-at-udacity/#comments</comments>
		<pubDate>Fri, 22 Mar 2013 01:54:56 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Docs]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Courses]]></category>
		<category><![CDATA[WebGL]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4705</guid>
		<description><![CDATA[Eric Haines (co-author of Real-Time Rendering) is lecturing an online course at Udacity &#8211; Interactive 3D Graphics. The course covers the basic principles of 3D computer graphics, including meshes, geometric transformation, camera definition, lighting and materials, and also animation. Syllabus: Lesson 1: Introduction - Motivation and a trip down the graphics pipeline, laying out the fundamental <a href='http://www.lighthouse3d.com/2013/03/interactive-3d-graphics-online-course-at-udacity/'>[...]</a>]]></description>
				<content:encoded><![CDATA[<h3><img class="alignleft  wp-image-4706" style="margin-left: 10px; margin-right: 10px;" alt="udacity" src="http://www.lighthouse3d.com/wp-content/uploads/2013/03/udacity-150x150.jpg" width="100" height="100" /></h3>
<p>Eric Haines (co-author of Real-Time Rendering) is lecturing an online course at Udacity &#8211; <a href="https://www.udacity.com/course/cs291">Interactive 3D Graphics</a>. The course covers the basic principles of 3D computer graphics, including meshes, geometric transformation, camera definition, lighting and materials, and also animation.</p>
<p><strong>Syllabus:</strong></p>
<ul>
<li><strong>Lesson 1: Introduction - </strong>Motivation and a trip down the graphics pipeline, laying out the fundamental processes</li>
<li><strong>Lesson 2: Points, Vectors, and Meshes - </strong>The basics of 3D geometry definition</li>
<li><strong>Lesson 3: Colors and Materials - </strong>Color representation, material computations, transparency</li>
<li><strong>Lesson 4: Transforms - </strong>Translation, scale, rotate and how to properly combine all these</li>
<li><strong>Lesson 5: Matrices - </strong>Transform representation and how to fully control these</li>
<li><strong>Lesson 6: Lights and Cameras - </strong>Directional and point light sources, and how the camera is defined</li>
<li><strong>Lesson 7: Textures and Reflections - </strong>Color and opacity textures, along with reflection and normal mapping</li>
<li><strong>Lesson 8: Shader Programming - </strong>An introduction to programming vertex and pixel shaders</li>
<li><strong>Lesson 9: Interaction and Animation - </strong>How to select and make objects move</li>
</ul>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/_Ma4HXVvew4" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>VRML Scritp Tutorial translated to Serbo-Croatian</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/zVM-Jb3E0Fk/</link>
		<comments>http://www.lighthouse3d.com/2013/02/vrml-scritp-tutorial-translated-to-serbo-croatian/#comments</comments>
		<pubDate>Thu, 21 Feb 2013 00:09:37 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[VRML]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4695</guid>
		<description><![CDATA[The Lighthouse3D VRML Script Tutorial has been translated to Serbo-Croatian by Anja Skrba from Webhostinggeeks.com. Check it out here.]]></description>
				<content:encoded><![CDATA[<p>The Lighthouse3D <a href="http://lighthouse3d.com/vrml/tutorial/script.shtml">VRML Script Tutorial</a> has been translated to Serbo-Croatian by Anja Skrba from <a href="http://webhostinggeeks.com/"> Webhostinggeeks.com</a>. Check it out <a href="http://science.webhostinggeeks.com/script-cvora">here</a>.</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/zVM-Jb3E0Fk" height="1" width="1"/>]]></content:encoded>
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		<feedburner:origLink>http://www.lighthouse3d.com/2013/02/vrml-scritp-tutorial-translated-to-serbo-croatian/</feedburner:origLink></item>
		<item>
		<title>GLSL Core Tutorial – Texturing with Images plus Querying</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/0r5qAFJorLE/</link>
		<comments>http://www.lighthouse3d.com/2013/02/glsl-core-tutorial-texturing-with-images-plus-querying/#comments</comments>
		<pubDate>Fri, 15 Feb 2013 17:12:14 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Textures]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[textures]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4687</guid>
		<description><![CDATA[The GLSL Core Tutorial has a new section for image texturing. Images are commonly used as wallpaper applied to 3D shapes to create a variety of effects. In this section we focus on the OpenGL and GLSL typical scenario of texture usage, and explore a few new GLSL functions, such as textureSize, textureQueryLod, and textureQueryLevels.]]></description>
				<content:encoded><![CDATA[<p><img class="alignleft  wp-image-4685" style="margin-left: 10px; margin-right: 10px;" alt="textured" src="http://www.lighthouse3d.com/wp-content/uploads/2012/02/textured-150x150.jpg" width="100" height="100" />The <a title="GLSL Core Tutorial" href="http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/">GLSL Core Tutorial</a> has a new section for<a title="GLSL Core Tutorial – Texturing with Images" href="http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/glsl-core-tutorial-texturing-with-images/"> image texturing</a>. Images are commonly used as wallpaper applied to 3D shapes to create a variety of effects. In this section we focus on the OpenGL and GLSL typical scenario of texture usage, and explore a few new GLSL functions, such as <code>textureSize</code>, <code>textureQueryLod</code>, and <code>textureQueryLevels</code>.</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/0r5qAFJorLE" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Planetary Texture Maps (mostly free)</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/A2CONY-Qt_E/</link>
		<comments>http://www.lighthouse3d.com/2013/02/planetary-texture-maps-mostly-free/#comments</comments>
		<pubDate>Wed, 13 Feb 2013 03:05:59 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Models & Textures]]></category>
		<category><![CDATA[Textures]]></category>
		<category><![CDATA[textures]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4664</guid>
		<description><![CDATA[JHT&#8217;s Planetary Pixel Emporium is a site devoted to planetary texture maps. Here you can find hi-res texture maps, bump maps, and normal maps, for all the planets in the solar system as well as some moons. Most of these are free to download, read the copyright info if you intent to use them.]]></description>
				<content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-4665" style="margin-left: 10px; margin-right: 10px;" alt="jupiter" src="http://www.lighthouse3d.com/wp-content/uploads/2013/02/jupiter.jpg" width="80" height="120" /><a href="http://planetpixelemporium.com/index.php">JHT&#8217;s Planetary Pixel Emporium</a> is a site devoted to planetary texture maps. Here you can find hi-res texture maps, bump maps, and normal maps, for all the planets in the solar system as well as some moons. Most of these are free to download, read the <a href="http://planetpixelemporium.com/planets.html">copyright info</a> if you intent to use them.</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/A2CONY-Qt_E" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>GLSL Core Tutorial Update – Playing with Texture Coordinates</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/Sqlf_W1LEuA/</link>
		<comments>http://www.lighthouse3d.com/2013/02/glsl-core-tutorial-update-playing-with-texture-coordinates/#comments</comments>
		<pubDate>Mon, 04 Feb 2013 04:33:06 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[textures]]></category>
		<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4624</guid>
		<description><![CDATA[Based only on texture coordinates some interesting shaders can be built. In this new section of the GLSL Core Tutorial, a few common shaders, namely the stripes and grid shaders, will be explored. Basic antialising and GLSL functions mix and smoothstep will also be discussed. Source code and a VS2010 solution are also provided.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.lighthouse3d.com/wp-content/uploads/2013/02/tc.jpg"><img class="alignleft  wp-image-4629" style="margin-left: 10px; margin-right: 10px;" alt="tc" src="http://www.lighthouse3d.com/wp-content/uploads/2013/02/tc.jpg" width="214" height="66" /></a>Based only on<a title="GLSL Core Tutorial – Texture Coordinates" href="http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/glsl-core-tutorial-texture-coordinates/"> texture coordinates </a>some interesting shaders can be built. In this new section of the <a title="GLSL Core Tutorial" href="http://www.lighthouse3d.com/tutorials/glsl-core-tutorial/">GLSL Core Tutorial</a>, a few common shaders, namely the stripes and grid shaders, will be explored. Basic antialising and GLSL functions mix and smoothstep will also be discussed. Source code and a VS2010 solution are also provided.</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/Sqlf_W1LEuA" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Free Online Books</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/DqKpA3mugVw/</link>
		<comments>http://www.lighthouse3d.com/2013/02/free-online-books/#comments</comments>
		<pubDate>Sat, 02 Feb 2013 23:21:13 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4577</guid>
		<description><![CDATA[Here goes a list of links to freely available books online: OpenGL Shading Language (2nd edition) &#8211; old syntax, but still worth a visit. AI Game Development Algorithms in Game Programming Game Programming Gurus]]></description>
				<content:encoded><![CDATA[<p>Here goes a list of links to freely available books online:</p>
<ul>
<li><a href="http://www.yaldex.com/open-gl/toc.html">OpenGL Shading Language (2nd edition)</a> &#8211; old syntax, but still worth a visit.</li>
<li><a href="http://www.yaldex.com/game-development/1592730043_toc.html">AI Game Development</a></li>
<li><a href="http://www.yaldex.com/game-programming/0131020099_toc.html">Algorithms in Game Programming</a></li>
<li><a href="http://www.yaldex.com/games-programming/0672323699_toc.html">Game Programming Gurus</a></li>
</ul>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/DqKpA3mugVw" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Common 3D Models in Research Papers</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/QoK-PD7_PGU/</link>
		<comments>http://www.lighthouse3d.com/2013/01/common-models-in-research-papers/#comments</comments>
		<pubDate>Wed, 30 Jan 2013 03:12:58 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Models & Textures]]></category>
		<category><![CDATA[models]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4556</guid>
		<description><![CDATA[Morgan McGuire makes available a collection of Meshes that are common in recent papers. Most meshes are available in OBJ format. The Brown Mesh Set, also by McGuire, provides a huge collection (1139) of older models. These models are in IFS format. Sample source code to read them is provided in the G3D engine. The Large <a href='http://www.lighthouse3d.com/2013/01/common-models-in-research-papers/'>[...]</a>]]></description>
				<content:encoded><![CDATA[<p><img class="alignleft" style="margin-left: 10px; margin-right: 10px;" alt="" src="http://www.lighthouse3d.com/wp-content/uploads/2013/01/crytek-sponza-icon.png" width="100" height="100" /> Morgan McGuire makes available a collection of <a href="http://graphics.cs.williams.edu/data/meshes.xml">Meshes</a> that are common in recent papers. Most meshes are available in OBJ format.</p>
<p>The <a href="http://graphics.cs.brown.edu/games/brown-mesh-set/">Brown Mesh Set</a>, also by McGuire, provides a huge collection (1139) of older models. These models are in IFS format. Sample source code to read them is provided in the <a href="http://sourceforge.net/projects/g3d/">G3D engine</a>.</p>
<p>The <a href="http://www.cc.gatech.edu/projects/large_models/">Large Geometric Models Archive</a> provides the iconic Stanford Bunny, a large (+4 million vertices) skeleton model, and terrain data for the Grand Canyon and Puget Sound areas.</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/QoK-PD7_PGU" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Loading an Image File and Creating a Texture</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/T4sLhpLa7JM/</link>
		<comments>http://www.lighthouse3d.com/2013/01/loading-and-image-file-and-creating-a-texture/#comments</comments>
		<pubDate>Mon, 28 Jan 2013 03:06:31 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Models & Textures]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[DevIL]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4542</guid>
		<description><![CDATA[OpenGL, unlike Direct3D, is operating system independent. While this eases the portability among different OS, it implies that we have to resort to external libraries for a number of tasks, loading images being one of the most used. There are many libraries to load images, DevIL being one of them. It loads a large number <a href='http://www.lighthouse3d.com/2013/01/loading-and-image-file-and-creating-a-texture/'>[...]</a>]]></description>
				<content:encoded><![CDATA[<p>OpenGL, unlike Direct3D, is operating system independent. While this eases the portability among different OS, it implies that we have to resort to external libraries for a number of tasks, loading images being one of the most used.</p>
<p>There are many libraries to load images, <a href="http://openil.sourceforge.net/">DevIL </a>being one of them. It loads a large number of image formats and it is cross platform.</p>
<p>A short tutorial for loading an image, getting its data and attributes, and finally creating an OpenGL texture is available in <a href="http://www.lighthouse3d.com/cg-topics/loading-an-image-and-creating-a-texture/" title="Loading and Image File and Creating a Texture">here</a>.</p>
<img src="http://feeds.feedburner.com/~r/Lighthouse3d/~4/T4sLhpLa7JM" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Notepad++ GLSL 4.3 Syntax Highlight</title>
		<link>http://feedproxy.google.com/~r/Lighthouse3d/~3/be7OzoMI6K4/</link>
		<comments>http://www.lighthouse3d.com/2013/01/notepad-glsl-4-3-syntax-highlight/#comments</comments>
		<pubDate>Tue, 22 Jan 2013 03:35:28 +0000</pubDate>
		<dc:creator>ARF</dc:creator>
				<category><![CDATA[Tools]]></category>
		<category><![CDATA[GLSL]]></category>

		<guid isPermaLink="false">http://www.lighthouse3d.com/?p=4525</guid>
		<description><![CDATA[Notepad++ is a great text editor and I keep using over and over. I found some GLSL syntax highlight UDL files in the site but they were not up to date and most importantly they we&#8217;re not prepared to work with dark themes. So I made two UDLs for GLSL 4.3. One for the default <a href='http://www.lighthouse3d.com/2013/01/notepad-glsl-4-3-syntax-highlight/'>[...]</a>]]></description>
				<content:encoded><![CDATA[<p><a href="http://notepad-plus-plus.org/">Notepad++</a> is a great text editor and I keep using over and over. I found some GLSL syntax highlight UDL files in the site but they were not up to date and most importantly they we&#8217;re not prepared to work with dark themes. So I made two UDLs for GLSL 4.3. One for the default theme and another to use with dark themes. The extensions supported are: vert frag geom tesc tese v f g.</p>
<p>The <a href="http://www.lighthouse3d.com/wp-content/uploads/2013/01/GLSL43-for-notepadplusplus.zip">zip</a> file contains both. To install the themes go to &#8220;Language&#8221;-&gt;&#8221;Define your  language&#8221;. In the &#8220;User Defined Language&#8221; dialog select import to load the files into notepad++.</p>
<p>Here are some screenshots. Light version with default theme:</p>
<p><img class="alignleft size-full wp-image-4526" alt="notepad1" src="http://www.lighthouse3d.com/wp-content/uploads/2013/01/notepad1.jpg" width="454" height="278" /></p>
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<p>Dark version with Monokai theme:</p>
<p><img class="alignleft size-full wp-image-4527" alt="notepad2" src="http://www.lighthouse3d.com/wp-content/uploads/2013/01/notepad2.jpg" width="343" height="253" /></p>
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