By Ian Dunn
Speech Recognition Software
Erik Owen and Kevin Feutz
| uniform sampler2D uTexColor; | |
| varying vec2 vTexCoord; | |
| void main() | |
| { | |
| gl_FragColor = texture2D(uTexColor, vTexCoord); | |
| } |
| void PrintOpenGLErrors(c8 const * const Function, c8 const * const File, s32 const Line); | |
| #ifdef _DEBUG | |
| #define CheckedGLCall(x) do { PrintOpenGLErrors("before "#x, __FILE__, __LINE__); (x); PrintOpenGLErrors(#x, __FILE__, __LINE__); } while (0) | |
| #else | |
| #define CheckedGLCall(x) (x) | |
| #endif | |
| void PrintOpenGLErrors(char const * const Function, char const * const File, int const Line) | |
| { |
In this project, you'll do a modest simulation in one dimension that mimics what is normally done in 2 or 3 dimensions in computational fluid dynamics (CFD). And, you'll distribute the work across multiple processes, which will communicate their state to one another via pipes.