I have many OpenGl shaders. We try to use as many different hardware as possible to evaluate the portability of our product. One of our customer recently ran into some rendering issues it seems that t
I am learning to use shaders in OpenGL ES. As an example: Here\'s my playground fragment shader which takes the current video frame and makes it grayscale:
I\'m writing my own shader with OpenGL, and I am stumped why this shader won\'t compile. Could anyone else have a look at it?
I\'m doing shadow mapping in OpenGL - as such I\'ve created a frame buffer object where I render the depth of the scene from the view of a light.
I\'m normally a self-sufficient Googler, but I can\'t find any documentation on the OpenGL shader function texture2DRect().Has anyone come across this before?
I have written a code in OpenGL-ES 2.0 with PVRSDK in Ubuntu 10.10 , now the thing is that whatever output I want , I am getting that but it comes and then the window disappears ,
I\'m developing an OpenGL 2.1 application using shaders and I\'m having a problem with my per-fragment lighting. The lighting is correct when my scene initial loads, but as I navigate around the scene
i\'ve got three glsl attributes in my vertex shader attribute highpvec4Position; attribute mediump vec4UV;
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical andcannot be reasonably ans开发者_C百科wered in its current form. Fo
I\'ve created a basic orthographic shader that displays sprites from textures.It works great. I\'ve added a \"zoom\" factor to it to allow the sprite to scale to become larger or smaller. Assuming th