I\'m writing a shader that make a blur effect on a texture rendered form the scene. I need to do that in 2 passe, so with the pass P0 i make a horizontal blur, and in pass P1 the vertical one.
I\'ve recently been doing some DirectX 10 work and I\'m looking to move to DirectX 11 and Shader Model 5.0. I\'ve written a few very simple shaders in the past and I\'m looking to broaden my horizons
How to pause a shader in frame in order to not开发者_Python百科 influence to other render parts?Unless I misunderstood you want to switch back to fixed pipeline functionality for rendering some other
Currently I\'m using glUseProgramObjectARB(ProgramObject); and glUseProgramObjectARB(0); But it doesn\'t switch back properly,and gives me an “invalid operation glError” along these lines
I want to project a texture on to a wall or any object.I modified this tutorial\'s shaders as follows based on this Cg projective texture mapping tutorial (ctrl-f \"9.3\") but I get a blank, white can
Say you ask directX to send in vertex data from multiple vertex buffers like so: immediateContext->IASetVertexBuffers( 0, 3, bufferArray, &vertexStride, 0 );
I\'ve been programming OpenGL almost entirely in the 2 specification, and don\'t know much about the 3 and 4 specs.
I\'m tweaking the shader examples in OpenGL Superbible 2010 to learn about shader usage. I wanna change the red component of a directional light that\'s passed as a uniform to a diffuse light shader
I\'m trying to understand molehill and would like to multiple a vertex by two matrices, say: output = theVertex * scaleMatrix * rotationMatrix
So, the standard way to transform vertices and then pass to the fragment shader in GLSL is something like this: