Okay, So I have been all over the net trying to find ways to correctly render using normals, and directional light (origonally found in one of learningwebgl.com tutorials). In the learningwebgl tutor
I\'m drawing a texture mapped quad with a texture that has some transparent pixels on it. So, I load the texture and then draw it
Apple suggests using the GLubyte data type for col开发者_如何学JAVAor data on iOS, so I am trying to get this to work. The result I get is that all color components <255 are completely black, and o
I was able to create a fragment shader to convert a color im开发者_Python百科age to greyscale, by:
The application loads terrain elevation data into floating point textures. Textures are then rendered on a float color buffer (using *GL_ARB_color_buffer_float*).
So I want to have 2 input feilds, one editable.I need some script that would turn such shader text input:
I am learning OpenGL from the book OpenGL SuperBible. I am trying to render a sphere created using the function gltMakeSphere(). I bind a texture and run useProgram(). The shaders work with a triangle
So what I need is simple: each time we perform our shader (meaning on each pixel) I need to calculate random matrix of 1s and 0s with resolution == originalImageResolution. How to do such thing?开发者
My question does have a slight basis in GLSL, since that happens to be the shading language I know. Its my opinion that shaders & the programmable graphics pipeline are a huge step up from the fi
How to execute OpenGL pixel shaders on top of openCV images开发者_StackOverflow中文版 structures? is there any library or plugin for OpenCV for that?I won\'t include setting up a OpenGL context, perfo