Many of you Qt (4.6 specifically) users will be familiar with the Overpainting example supplied in the OpenGL tutorials, I\'m trying to do something very similar but using shaders for the pure OpenGL
I am trying to make a simple application in WebGl and JavaScript, and while fallowing some tutorials I found on the internet, I came across a strange problem while creating some basic shaders. The fun
I\'m going to start this off by saying that I am new to GLSL but have a decent amount of experience with OpenGL.
I\'m trying to find some cool post processing shader codes to try out .. Note that I\'m just doing this for educational work so there\'s no copyright infringement that I would be causing, for those wo
I have a simple question to ask .. Its one of the fir开发者_StackOverflow社区st things you learn about shaders when using them with XNA that you can pass on variables from C# to the shader code via th
Hey, I get this error: error X3086: DX9-style \'compile\' syntax is deprecated in strict mode When compiling a directx effect with this code:
As the GPU driver vendors don\'t usually bother to implement noiseX in GLSL, I\'m looking for a \"graphics randomization swiss army knife\" utility function set, preferably optimised to use within GPU
I have a vertex shader in which I do a texture lookup to determine gl_Position. I am using this as part of a GPU particle simulation system, where particle positions are stored in a texture.
I recently tried adding parallax occlusion mapping to my landscape renderer and it looks and works fine, but I\'ve faced some problems.
A lot of sites/articles say \'batch! batch! batch!\'. Can someone explain what \'开发者_运维技巧batching\' represents with respect to shaders?