I have an OpenGL program in which I am doing some augmented reality work. It works in 2 passes. First, it renders a frame using standard OpenGL calls. Next, it compares a frame from the camera to the
I have the following GLSL code: uniform mat3x3 rgb2xyz = mat3x3( vec3(DEFAULT_RGB2XYZ_XR, DEFAULT_RGB2XYZ_XG, DEFAULT_RGB2XYZ_XB),
Please correct me if I\'m wrong. When using vertex and pixel shaders, we usually provide the code to compute the output gl_position of the vertex shader.
I am writing a rendering engine using Qt and am running into problems with texturing my models I have a very simple shader to test texturing:
How can ensure that GLSL shaders are compatible with most modern cards? I\'ve got a software where I use GLSL code from here. But even though I\'ve added #version 120 to the beginning of my final sha
How can I profile a GLSL fragm开发者_JAVA技巧ent shader? I\'m using Mac OS X.
I\'m confused about the real differences, if any, between the shader APIs integrated into the GL standard as of GL 2.0, and the shader API in the GL_ARB_vertex_program extension (and friends).
I am rendering frame, fragment color is based on two textures, i woudl开发者_开发技巧 like to increment value of one of textures in one pass, i mean can i run one program on two framebuffers in one pa
Since GLSL doesn\'t have an include-file option I\'m trying to add this by using a \"#pragma include\" parser.(I want this because I have some generic methods I\'d like to implement only once but migh
I dont get the use of glBindAttribLocation function in OpenGL ES 2.0 Can some one give me the full context ? Is it something like