ABSTRACT

You start by writing a GLIB fi le that describes your geometry, and then specify vertex and fragment shaders. You can edit GLIB and shader fi les from within glman, so you can start adding eff ects to the shaders,

or geometry to the GLIB fi le, to get incremental results. The glman system will return error messages if you have compile errors in your shaders, which is very helpful as you begin to learn to develop them. This experimental approach and incremental development of shaders gives you good feedback on what works and lets you create some very interesting images along the way.