Is it possible to use shader for calculating some values and then return them back for further use? For example I send mesh down to GPU, with some parameters about how it should be modified(change p
I\'m in GLSL texture hell: I load 4 different textures of the same size in uniform sampler2D variables in my fragment shader and try to access them with different texture coordinates:
What\'s the difference between a typical HDR rendering pipeline and a normal rendering pipeline? (i.e. bpp differences? Some additional post proces开发者_JAVA百科sing step?)HDR rendering requires the
I started using Nvidia Cg shaders recently and everything looks and works fine if I\'m doing it on the Nvidia GPU (GTS250 in my case).
I am developing a visualization tool in OpenGL to visualize the output of a 3d finite element modeling application. The application uses a tetrahedral mesh (but I am only viewing the exterior facets,
I\'m trying to produce a shader to replicate a white plastic object with a colored light inside. Either by having a shader that will be translucent and if I put a light inside the object the light wil
I need to calculate the minimum and maximum UV values assigned to the pixels produced when a given object is drawn onscreen from a certain perspective. For example, if I have a UV-mapped cube but only
I came across a weird behavior of HLSL. I am trying to use an array that is contained within a struct, like this (Pixel Shader code):
I\'m running some experiments in WebGL, one of them being an XOR effect fragment shader. For some reason all the bitwise operators are reserved in GLSL and cause a compiler error when used. Why a开发者
Is there any way to restrict Pixel shader on particular area of image. B开发者_运维知识库RDraw a layout (Grid, Canvas etc.), so that one or more cells contain the restricted area. Then draw a Rectan