I\'m having a bit of a problem with my code for compiling shaders, namely they both register as failed compiles and no log is received.
I am having issues passing values to my shader. My application compiles fine, but my cube object won\'t shade. Below is majority of my code.
I asked this question on the pv3d forum and开发者_运维技巧 not a single person could, or cared to answer it.
I have a vertex shader (2.0) doing some instancing - each vertex specifies an index into an array. If I have an array like this:
In HLSL, is there any way to limit the number of constant registers that the compiler uses? Specifically, if I have something like:
Is there a way to create a plasma effect in SFML that d开发者_开发百科oesn\'t slow my framerate to a crawl?1) Manipulate the image bits directly in memory as a byte (or int/whatever depending on your
I\'m trying to find out what a binormal is in the context of graphics programming but coming up short, I saw on a site that the binormal was being calculated as the cros开发者_StackOverflow中文版s pro
I have 2 HLSL ps2.0 shaders. Simplified, they are: Shader 1 Reads texture Outputs c开发者_JAVA技巧olour value based on this texture
I\'m trying to wrap my head around shaders in GLSL, and I\'ve found some useful resources and tutorials, but I keep running into a wall for something that ought to be fundamental and trivial: how does
I\'ve noticed that my GLSL shaders are not compilable when the GLSL version is lower than 130. What are the most cr开发者_如何学Goitical elements for having a backward compatible shader source? I do