I\'m trying to get MRT working in OpenGL to try out deferred rendering. Here\'s the situation as I understand it.
I know the following question have been asked many times on different forums, but after viewing different solutions, it still did not fix my problem, or maybe I did not get what they mean
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I have several objects on my scene. I want to ap开发者_如何转开发ply my shader to one of them only. Environment: OpenGL 2.0, C++, GLUT, GLEW.The shader program is only in effect for as long as it is i
I\'m trying to find like NeHe\'s tutorials for Qt that are all in GLSL. Because lets face it, OpenGL in the old days are dead and Shaders are the only way now. And with Qt-4.6 they introduced the QMat
I\'m trying to use the uns开发者_Python百科caled (true distance from the front clipping plane) distance to objects in my scene in a GLSL fragment shader.The gl_FragCoord.z value is smaller than I expe
Does the iPad su开发者_开发知识库pport GLSL?Yes, see for example the intro here.
I\'m trying to wrap my head around shaders in GLSL, and I\'ve found some useful resources and tutorials, but I keep running into a wall for something that ought to be fundamental and trivial: how does
I\'ve noticed that my GLSL shaders are not compilable when the GLSL version is lower than 130. What are the most cr开发者_如何学Goitical elements for having a backward compatible shader source? I do
I was expecting gl_Position to automatically get homogenized (divided by w), but it seems not working.. Why do the followings make different results?