test,code:glUseProgram(texProgram); GLint texVar = glGetUniformLocation(texProgram, "fishTex"); printf("fishTex : %d\n", texVar); glUniform1i(texVar, 0); texVar =...
Type: Posts; User: zhongmei
test,code:glUseProgram(texProgram); GLint texVar = glGetUniformLocation(texProgram, "fishTex"); printf("fishTex : %d\n", texVar); glUniform1i(texVar, 0); texVar =...
Thanks for your information!
Any tool or way to AMD is welcome too.
Hi all,
Opengl shading performance seems to be an unresolved issue. I’d like to put this topic here. Any comment will highly welcome.
I used to use the following tools to get the opengl shader...
Greate, It works! Thx a lot!
Vertex shader:
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Fragment shader:
virtual void OnInit()
{
glewInit();
glClearColor(0.5f, 0.5f, 1.0f, 0.0f);
// load (and compile, link) from file
shader = SM.loadfromFile("vertexshader.txt","fragmentshader.txt"); ...
Hi all,
I’m wondering the range of values that GLSL fragment shader can output.
I had an experiment that I couldn’t get data out of [0.0, 1.0] from fragment shader even if I used float-point...
Because of the limitation of bus bandwidth in my application, I’m not allowed to map the texture to CPU to do such a job.
Fragment shader is processed in parallel. If there is no way to share data...
It seems not clear enough for me. Let's take an example:
task: a texture contains a circle, we need to get the max and min x coordination of the circle;
method: multi-rendering
1. first...
Hi all,
I want to do edge-detection and get the max or min x position of those edges in fragment shader. There seems no problem on edge detection, but I’m blocked on how to storage parameter...