Is there a way to validate GLSL syntax build-time instead of run-time? My application takes a long time to start and I want to know at the earliest possible stage that my shaders are ok. I'm using Visual Studio/Xcode. The solution probably involves running a tool as a part of build process, but I'm looking for such a tool.


Question: Hostname resolution in a machine with multiple running eth ports
Answer: You don't mention which brand of Linux you're using.

RedHat (and Centos, and perhaps even Fedora) uses the /etc/sysconfig/network file to determine the host's name.  Then, using the host's name, it determines the IP address of the host using the normal naming system (as given in /etc/resolv.conf), which in practice means that you should have an IP-to-name mapping in /etc/hosts.

The IP addresses are associated to the NICs in /etc/sysconfig/network-scripts/ethX, where X is an integer (0, 1, 2, and 3 in your case).

See http://www.centos.org/docs/5/html/5.2/Deployment_Guide/s2-sysconfig-network.html and Ch03:_Linux_Networking">http://www.linuxhomenetworking.com/wiki/index.php/Quick_HOWTO_:Ch03:_Linux_Networking

...and http://www.centos.org/docs/5/html/Deployment_Guide-en-US/ch-networkscripts.html