I would like to generate vertex geometry on the cpu and then pass it to开发者_Go百科 the GPU and run a number of vertex shaders on the vertices and then get these transformed vertices back to the cpu.
I\'m sorry but this will require a little bit of explanation. I\'m trying to make it as simple as possible.
this ismy opengl-es 2.0 code : { for (surfnum=0;surfnum<surftotal;surfnum++){ for (i=0;i<triNum[surfnum];i++){
So from playing around with it so far, I gather that GLSL geometry shaders work after the input vertices are transformed by the projection/modelview matrices. In other words, the geometry shaders proc
I am doing work on Opengl-es 2.0 in ubuntu 10.10 with pvrsdk . In my code i am taking the vertices of triangle to render but when i have to use the Attribute parameter in vertex shader . how does it c
Apple says Many built-in functions use medium-precision inputs and outputs. If your application provides
I\'ve recently began putting together an OpenGL ES 1.1/2.0 2D pipeline from the ground up (iPhone only). This pipeline is intended to be used by engineers with no 3D math experience.
I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don\'t have to multiply the vertic
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I am trying to make a custom light shader and was trying a lot of different things over time. Some of the solutions I found work better, others worse. For this question I\'m using the solution which w