I am trying to get the type of an uniform variable defined in a fragment shader: uniform vec3 color; uniform float zoom;
Running openGL 3.1, the question is simple. From GLSL site, h开发者_如何转开发ere is how one can define array of uniform buffer blocks:
is it possible to create a GLSL shader to get any object to be surrounded by a glowing effect? Let\'s say i have a 3d cube and if it\'s selected the c开发者_开发问答ube should be surrounded by a blue
I have an OBJ & MTL file exported from 3DS Max that is a complete chess set. In my end result, I would like to be able to select a game piece & then select a square to move it too. Theelements
I\'m getting started with the GLSL. What should i do to resolve this: error LNK2001: unresolved external symbol _pglLinkProgram
Is there开发者_如何学JAVA any way to vary the point size when drawing lots of points? I know there\'s the glPointSize(float), but is there a way to do it in a \'batch\' or array?
I understand why floating point numbers can\'t be compared, and know about the mantissa and exponent binary representation, but I\'m no expert and today I came across something I don\'t get:
I am trying to get shadow mapping working using GLSL. Unfortunately my depth render results are unusable even I have a pretty decent depth buffer precision. It is rendering like wireframe, following i
In my scene I have a tree of meshes. Each mesh contains a transformation matrix, a list of vertices, normals, uvs and a list of child meshes.
I have a shader that ideally needs 28 bits of mantissa, though I can use less and degrade performance.How can I determine what the precision of \'high开发者_运维技巧p\' is in OpenGL ES?It\'s probably