My goal was to color the vertexes according to their order EDIT: long time goal: access to preceding and following vertexes to simulate gravity behavior
I wrote a program that uses OpenCV\'s cvCalcOpticalFlowLK. It performs fine on a low-resolution webcam input, but I need to run it on a full HD stream with significant other computation following the
I have complete-filled depth texture, but it seems not to get a proper value from it. GLSL code, fragment shader:
After googling a lot, I only have this space to ask you the next question. I\'m trying to writing a simple OpenGL 3.x sample to learn how works the new programmable pipeline (shaders). This tutorial
I have a fragment shader that does parallax mapping and lighting computations. I\'ve managed to trace the problem to the sampling of textures and/or lighting computation so I\'ll only post code for th
Is it possible to achieve an transparency effect where fragments with alpha lower than 0.5 are discarded and fragments with alpha higher than 0.5 are rendered rendered opaque? From what I\'ve read,
I must have misunderstood something with shaders: I thought that as you can attach multiple shaders to one program, you\'d be able to simply attach more than one fragment shader, as an example: A cra
My v开发者_如何转开发ertices are made up of an array with this structure: [Position][colour] [float][float][float][byte][byte][byte][byte]
How does one go about setting the GLSL version on Mac? Is this even possible? I\'m running a fragment shader and would like to create an array of vec3s, but the shader compiler is 开发者_如何学Cproduc
I would like to be able to blend three different textures in one fragment so that they interpolate equally.