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I\'m coding a small rendering engine with GLSL shaders: Each Mesh (well, submesh) has a number of vertex streams (eg. position,normal,texture,tangent,etc) into one big VBO and a MaterialID.
I want to experiment with some GPGPU in first place. I could have chosen between 5 choices out there: OpenCL, CUDA, FireStream, Close to Metal, DirectCompute. Well not really after filtering them for
I\'m experimenting with shaders with GLSL but I get a funny error when I try to take data from a texture to try a simple contrast enhancement algorithm.
I am making a shader in witch i am using a spot light, I am trying some shaders that I´ve found in the Internet before I make my own.
And this is result when I invert the tangent vector right after transferring it to vertex shader: The \"shadow\" is in the wrong place.
Good afternoon, The problem is that code written on Win7 (C#, VS2010) that displays an OpenGL tile grid displays differently in Mac OS X (C#, MonoDevelop).Each tile is currently rendered separately a
I\'ve been learning OpenGL for the past couple of weeks and I\'ve run into some trouble implementing a Phong shader. It appears to do no interpolation between vertexes despite my use of the smooth qua
I made some simple shading in GLSL of a checkers board: f(P) = [ floor(Px)+floor(Py)+floor(Pz) ] mod 2
This question already has answers here: Closed 10 years ago. Possible Dup开发者_JAVA技巧licate: Explicit vs Automatic attribute location binding for OpenGL shaders