I\'m trying to create a \'glow\' effect using the Android Path class. However, the gradient is not being warped to fit around the path. Instead, it is simply being display \'above\' it and clipped to
I\'ve recently began putting together an OpenGL ES 1.1/2.0 2D pipeline from the ground up (iPhone only). This pipeline is intended to be used by engineers with no 3D math experience.
I have the following fragment shader. varying highp vec2 tCoord; void main() { vec4 hc = texture2D(hair, tCoord);
I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don\'t have to multiply the vertic
I\'ve been stuck for several days now, trying to make my shader working properly. The problem is that when I\'m not attaching a texture on my object, I multiply the ambient by the light color and I ge
I have pass-through vertex and fragment shaders. vertex shader void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0;
I am trying to make a custom light shader and was trying a lot of different things over time. Some of the solutions I found work better, others worse. For this question I\'m using the solution which w
I am learning GLSL by going through a tutorial on the Web. The tutorial has an example called the Toon Shading. Here is the link to Toon Shading - Version I.
I am new to directx, but ha开发者_运维百科ve been surprised that most examples I have seen the world matrix and view matrix are multiplied as part of the vertex shader, rather than being multiplied by
The tutorial has an example called the Flatten Shader, which displays the GLUT teapot as a flatten teapot. Here is the link to the Flatten Shader.