I\'m attempting to plot an iterative function in OpenGL ES. An array of ints is being updated with how often a given pixel is hit by the iterative function. I\'d like to pass this density array to a f
I am trying to get Ardor3D\'s terrain system to work on SM3.0 hardware. The current GLSL fragment shader uses a uniform vec2 array to pass an array of xy coordinates into the fragment shader.
I\'m looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn\'t have to be realtime, but just to TImage objects and then maybe saved to PNG for l
I\'m having issues trying to get a texture loaded into VRAM.I\'m using OpenGL on Mac OS X.I have geometry that I\'ve successfully renderer by passing a color into my fragment shader.However, as soon a
I\'ll try to keep this simple. I want a way to access the normal information of the scene, from the Frame Buffer output (or similar). The same way one is able to access the Depth Buffer using glGetTe
I\'m playing about with some vertex and fragment shaders using Cg on my little netbook (running Linux). Clearly I\'m going to frequently hit resource limits for my graphics controller, so was wonderin
When I set glStencilFunc( GL_NEVER, . . . ) effectively disabling all drawing, and then run my [sh开发者_如何学运维ader-bound] program I get no performance increase over letting the fragment shader ru
I\'m trying to use the uns开发者_Python百科caled (true distance from the front clipping plane) distance to objects in my scene in a GLSL fragment shader.The gl_FragCoord.z value is smaller than I expe
360U627888150 2022-03-21 01:06 开发者_如何学编程 生命如潮涨潮落,时光的流水终要带来些什么也带走些什么,带来的欣然接受,带走的不做无谓的挽留。学会在自己的情绪里寻求解脱,只要你愿意,你,也可以对天
I\'m trying to wrap my head around shaders in GLSL, and I\'ve found some useful resources and tutorials, but I keep running into a wall for something that ought to be fundamental and trivial: how does