I have a standard 800x600 window in my XNA project.My goal is to color each individual pixel based on a rectangle array which holds boolean values.Currently I am using a 1x1 Texture and drawing each s
Does anyone have references to docum开发者_C百科ents and research specific on the inner workings of shader compilers/graphics drivers compilers?There\'s no big difference between writing an ordinary C
I\'m experiencing with shaders a bit and I keep getting this weird compilation error that\'s driving me crazy!
According to the pixel bender specs a shader can have one or more outputs. The pixel bender toolkit, whose \"export to flash\" option tends to be preety strict about the flash specific do\'s and dont\
I know that Silverlight doesn\'t directly support the WPF开发者_JAVA技巧 bitmap effects, but I also know that Silverlight 3 supports HLSL shaders. Would it be relatively simple to write a bevel effect
I need a datastructure of the same size as the normal depth bu开发者_如何转开发ffer and I need to be able to read from and write to it in a shader. Is this possible, and what does this datastructure l
I am working with the Trinigy 3d engine, and it reports models to have twice as many triangles during render than it does in the model display (let\'s say 4000 instead of 2000). If I render the model
I am currently writing the positions of my geometry to the RGB channels of gl_FragColor and I would like to write 1.0 to the alpha channel if the fragment is part of geometry, and 0.0 if its e开发者_J
I am trying to add some shaders to my old OpenGL program that draws a lot of GL_POINTS and some GL_LINES.
I would like to have two pixel shaders; the first doing one thing, and then the next doing something else. Is this possible, or do I have to pack everything into开发者_如何学运维 the one shader?You ca