:D
Please help me to understand this explanation about gl_FragCoord
opengl.org/sdk/docs/manglsl/xhtml/gl_FragCoord.xml
This article even doesn't state what the glFragCoord range is. I thought...
Type: Posts; User: anopgl
:D
Please help me to understand this explanation about gl_FragCoord
opengl.org/sdk/docs/manglsl/xhtml/gl_FragCoord.xml
This article even doesn't state what the glFragCoord range is. I thought...
Hi
I wonder if is there some way to see what is the the specific calculated or read variable value inside GLSL function?
How do you usually deal with debugging more sophisticated shaders?
...
Thanks a lot!
It will take me a while now to "digest" it and fix and test my code.
Thanks!
But my problem is that I can't use vertex coordinate since it's different resolution.
I'm trying to do per pixel shader for each pixel.
I'm trying to use Alfonse's tutorial (which is...
Hi ,
How can I convert in fragment shader each pixel from gl_fragcoord x,y,z respectively to my "3d space world coordinates" x,y,z ?
Thanks a lot in advance
Hi
Please , could someone tell me what means adding ".xyz" to the vector returned by texture function?
I'm trying to understand some shader and why and when to do this. We assume that myTexture...
Hi
Sorry for bringing it up again.
But now I copied the code to another project where my metric space is relatively large[-2500,2500] and when I do rendering it doesnt work anymore. I can't see the...
Hi
I'm trying to understand how works glVertex4fv(...)?
I couldnt find much info about it.
When w is not 1 how does it work?
When is typical case to use glVertex4fv(excepting my icon example...
Yes, MANY THANKS to Ilian. Sorry for late update. It solved my problem and seems like I'll use this approach a lot.
Thank you for you pointing it out about glIndexPointer(GL_UNSIGNED_INT,0,pIndexes)! I really misinterpreted it and it's removed now,but it luckily didnt do any harm so far.
My problem is solved -...
Creating PBO
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glGenTextures(1, &TextureId);
glBindTexture(GL_TEXTURE_2D, TextureId));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,...
Hi
I'm drawing terrain using vertex arrays and texture is stored in PBO and everything works fine. Problem is when I store vertex data in VBO.
I suspect that problem that I need 2 buffers to be...
Hi
I'm drawing some 2d icons in 3d game using billboarding(they should always face the camera). They purpose is to sign specific places in the scene.
How can I keep icon(image ) sizes small and...
Thank you so much. I will go with your suggestion.
My application requires cards with GL 3.x
Hi
I need to texture around 100-200 polygons with 10-15 different not large textures (around 100x100 pixels)
I wonder should I do it in regular way or to do it with shaders? Does it makes...
Thanks a lot! At this stage my needs are very basic - shaded textured terrain with good performance.
I read a lot of theory last few days and I feel a bit shaky how to put all of this togeher, but...
Hi
Terrain rendering is implemented using quadtrees.
1.What is the best way to pass the normal map to a pixel shader in terrain per pixel shading (TBO, texture, other)?
2.Should something with...