I tried to use the transform feedback function, and I made 2 vertex shaders which only affects vertex position.
Here are two version of HLSL vertex shader input 开发者_如何学运维struct VS_INPUTS_0 { float3 Pos: POSITION;
I\'m trying to implements projection, using a vertex shader. Is there a way to have a separate vertex shader to handle set the gl_Position, and having another vertex shader to set the values required
My issue is that I have a (working) orthographic vertex and fragment shader pair that allow me to specify center X and Y of a sprite via \'translateX\' and \'translateY\' uniforms being passed in.I mu
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 have pass-through vertex and fragment shaders. vertex shader void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0;
I have lots of transparent primitives I want to sort before drawing, but to get the Z coordinate, the sorting key, I have perform in software all the transformations performed by the vertex shader in
So a vertex shader is executed for each vertex and a fragment shader for each fragment (right?). How many times is a geometry shad开发者_如何学运维er executed?It\'s executed once for each primitive (
How to transfer data from vertex shader to fragment shader without changes? I need to say to the vertex p开发者_运维知识库ixels that they have this color. This color I can obtain only in the vertex sh
Currently I\'m using glUseProgramObjectARB(ProgramObject); and glUseProgramObjectARB(0); But it doesn\'t switch back properly,and gives me an “invalid operation glError” along these lines