I am learning GLSL by going through a tutorial on the Web. The tutorial has an example called the Toon Shading. Here is the link to Toon Shading - Version I.
The tutorial has an example called the Flatten Shader, which displays the GLUT teapot as a flatten teapot. Here is the link to the Flatten Shader.
here are my questions. I heard that opengl ignores the vertices which are outside the viewing frustum and doesn\'t consider them in rendering pipeline. Recently开发者_StackOverflow中文版 I ran into a
I want to get the current depth buffer to a texture, to access it in a shader. For various reasons I can\'t do a separ开发者_运维问答ate depth pass, but would need to copy the already-rendered depth.
I am currently using GLSL shaders to render effects to live video on iOS devices. The video resolution is 640x480. When you capture a picture, the image can come in at any res开发者_运维知识库olution
I have a running program that uses glVertexPointer, glNormalPointer etc to draw a large number of elements. This works around 30 FPS. Now I\'ve reach a point where integrating shaders would be a viabl
The application loads terrain elevation data into floating point textures. Textures are then rendered on a float color buffer (using *GL_ARB_color_buffer_float*).
Usually, I use the dot product of 2 vectors either to find out how perpendicular they are or the cosine of the angle between them. In this shader, a toon shader, the dot product is used on 2 colors an
So what I need is simple: each time we perform our shader (meaning on each pixel) I need to calculate random matrix of 1s and 0s with resolution == originalImageResolution. How to do such thing?开发者
My question does have a slight basis in GLSL, since that happens to be the shading language I know. Its my opinion that shaders & the programmable graphics pipeline are a huge step up from the fi