I\'ve been searching for examples of shaders in OpenGL and I\'ve seen some varying styles. Some shaders specifically use the built in types (ie. gl_Vertex) to transfer data to and from the application
Is it possible to output new primitive type from geometry shader other than was input? I\'d like to input a point and render a triangle. The point would be used just as center for this triangle. If no
I\'ve skimmed through the specs and OpenGL forum but couldn\'t really make sense of this: Are the *BaseVertex version of the drawing commands supposed to add to the GLSL variable gl_VertexID开发者_运
I need to clip a few hundred objects under a clipping plane in OpenGL ES 2.0 and would appreciate ideas from people more experienced with this subset of OpenGL.
I am working with OpenGL ES (via WebGL), but I think this question is applicable to the full OpenGL profile as well.
I\'m trying to implement the paper \"Single-Pass Wireframe Rendering\", which seems pretty simple, but it\'s giving me what I\'d expect as far as thick, dark values.
I found Gwen a few days ago and thought it looked like the perfect GUI toolkit for my project.But oh, dear, look at all that OpenGL 2 code in the renderer.So I thought I\'d write an OpenGL 3 renderer
I have a very simple shader (just sets a background square to green) and this works perfectly. I recently added in some quads that have a texture applied to them. This texture has 开发者_运维技巧some
So, I\'ve gotten to basic lighting in my OpenGL learning quest. Imagine this simplest lighting model. Each vertex has a position, color, and normal. The shader gets the ModelViewProjection matrix (M
I\'m making a simple WebGL demo. I have a simple vertex shader that takes two attributes and some uniforms. Here is the code: