开发者_如何学JAVAThe goal is to do hardware accelerated brightness, contrast, or RGB color adjustments to an image. Using C# and storing the result in a Drawing.Image.
I\'m doing some GPGPU stuff on a GLES2 platform that supports maximum RGBA8 render targets (iOS). I need to o开发者_开发知识库utput a vec2 in the range +/- 2.0 with as much precision as I can get, so
I\'m developing an OpenGL 2.1 application using shaders and I\'m having a problem with my per-fragment lighting. The lighting is correct when my scene initial loads, but as I navigate around the scene
Sampling from a depth buffer in a shader returns values between 0 and 1, as ex开发者_高级运维pected.
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical andcannot be reasonably ans开发者_C百科wered in its current form. Fo
I\'ve created a basic orthographic shader that displays sprites from textures.It works great. I\'ve added a \"zoom\" factor to it to allow the sprite to scale to become larger or smaller. Assuming th
Can someone please describe a common technique used to calculate texture coordinates for a terrain that dynamically changes every frame? I have a perlin noise function implemented in a vertex shader a
I\'m trying to implement marching cube algorythm in my geometry shader. So i place my datagrid into a Texture3D. Now i want to look up the data in the geometry shader and this trows an error \"cannot
I\'m sorry but this will require a little bit of explanation. I\'m trying to make it as simple as possible.
I\'m generating terrain in Opengl geometry shader and am having trouble calculating normals for lighting. I\'m generating the terrain dynamically each frame with a perlin noise function implemented in