Lets say I have a fairly complex frag shader for figuring out just how much light goes to each pixel:
We are developing a top-down RPG using XNA. Recently we bumped into a setback when writing the code to display our maps. When drawing the map, top-down view with a normal transformation matrix, everyt
I have a platform where this extension is not available ( non NVIDIA ). How could I emulate this function开发者_运维知识库ality ?
I\'ve just wondering how to bundle my GLSL shader sour开发者_JS百科ce files (for OpenGL ES(iOs)/OpenGL with GLUT (Mac/Windows)) with my application. As pure text files, they would be easily changeable
Is there a way to include aspect ratio correction without using matrices in OpenGL ES? I am writing a simple shader to rotate a texture.
So, I read in a texture into my fragment shader.I can output to \"display开发者_StackOverflow中文版\"; but how do I output/write to another texture?Basically what I want to do is:
I\'m new a HLSL and I\'m trying to understand a pixelate sample. However, I haven\'t been able to find a reference about how a couple of operations are. Here is the shader example:
I\'m developing for the XBOX 360, and I use the pow() intrinsic in some lighting calculations. 6-8 years ago 开发者_开发问答it used to be common to use a 1D lookup texture to approximate pow(). Does
This one: BitmapSource originalImage; byte[] _originalPixels; _originalPixels = new byte[(int) originalImage.Width*(int) originalImage.Height*4];
I\'m interested in writing OpenGL shaders, but am not sure if my graphics card is good enough to support this or if my system is configured correctly to use the software alternative (Mesa). How do I t