I read lots of information about getting depth with fragment shader. such as http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=234519
From section 5.8 of The OpenGL® ES Shading Language (v1.00, r17) [PDF] (emphasis mine): The assignment开发者_运维技巧 operator stores the value of the rvalue-expression into the l-value and returns
I have 4 dimensional vertices(X,Y,A,B) that I\'d like to draw as 6 separate 2D plots (XxY, XxA, XxB, YxA, ...)
I\'m using an ParticleSystem with PointSprites (inspired by the Cocos2D Source). But I wonder how to rebuild the functionality for OpenGL ES 2.0
Let\'s say my texture is 256x256 pixel. It contains 16 sub-textures of 64x64 pixel. The sub-textures are to be rendered to quads. To increase performance I want to pass discrete values to the shader w
I encountered what seemed to me as strange behavior using glUniformMatrix4x3fv. Specifically when I give TRUE as for the transpose flag entire rows of my matrices are missing in my shader variable (an
I am reading a tutorial about openGL 3.3 (where naturally GLSL 330 is in use). Unfortunately my hardware is limited to openGL 3.0 (where GLSL 130 is the newest format). In GLSL 130 the syntax
Some background: graphics newbie here, have just dipped my toes into the world of 3D in the browser with mrdoob\'s excellent three.js. I intend to go through all the tuts at http://learningwebgl.com/
I am writing my first program using OpenGL, and I have gotten to the point where I am trying to get it to compile my extremely simple shader program. I always get the error that it failed to compile t
I\'ve implemented the spiral GLSL shader described in this question in HLSL, but the results are not the same.I think it\'s because of the mod function in GLSL that I\'ve translated to fmod in HLSL.I