I\'m in GLSL texture hell: I load 4 different textures of the same size in uniform sampler2D variables in my fragment shader and try to access them with different texture coordinates:
What\'s the best way? I tried to do this naïvely with a fragment shader that looks like this: varying lowp vec4 color;
I\'m just learning Ope开发者_如何转开发nGL and I\'m running into some issues.I\'m using OpenGL 3.0 and GLSL 1.2.
I have an application where I need take the average intensity of an image for around 1 million images.It \"feels\" like a job for a GPU fragment shader, but fragment shaders are for per-pixel local co
I do not understand why the following two shaders produce different results when I render a vertex buffer with x coordinates equal to zero:
To what extend does OpenGL\'s GLSL utilize SLI setups? Is it utilized at all at the point of execution or only for end rendering?
So I\'m at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be impl
Consider this the complete form of the question in the title: Since OpenCL may be the common standard for serious GPU programming in the future (among other devices programming), why not when programm
I\'m playing 开发者_运维问答with per pixel lighting shaders and i don\'t know one thing: What is half vector of light source ?
I have a vector array of triangles which basically consist of a bunch of squares th开发者_JAVA百科at need to be billboarded. Something that looks like