Well at least the fragment shader has to more or less know something like a "pixel", since that's what it generates, isn't it? So I thought maybe I could kinda "avoid" the vertex shader, but that...
Type: Posts; User: cooky451
Well at least the fragment shader has to more or less know something like a "pixel", since that's what it generates, isn't it? So I thought maybe I could kinda "avoid" the vertex shader, but that...
Hi, I wrote a bitmap glyph renderer for text. It generates texture and screen coordinates for a given text, that I can then render. Okay. Now the shader looks like this:
float x = (text_pos.x +...
LOL, I didn't expect this. So to summarize: GLUT just has a horrible design. I'll go use something else, thanks.
Hi,
Typically when using glut, one will create a window, set callbacks, and then call glutMainLoop(). (As far as I understand the specs.)
But how am I supposed to perform initialization...
Hi,
since every light in a scene could possibly effect any object, all lights of a scene have to be set before rendering the objects. So the solution here are arrays, UBOs or Textures. But even if...
Thanks for the fast anwers! I probably need a bit to read those articles.
Just for more information: I'm currently rendering simple cubes. One cube is described by 24 vertices (f32) and 36 indices...
Hi,
since I have a very high performance lack when I'm rendering many objects, I want to use instancing. (The "bad" functions are glUseProgram/glUniform**/glDrawElements. With instancing I could...
Edit: My fault, used getAttributeLocation instead of getUniformLocation.
Hi,
actually I'm very confused. I'm trying to make some simple 3D shader. So when my vertex-shader looks like this,...
Oh, that's a simple answer. :o
Thank you!
Edit:
Wow, your Tutorial is huge! I'm sure I will enjoy it. :)
Hi,
I just began to learn OpenGL with this Tutorial. I came across glGetShaderiv, which I cannot find in the current OpenGL 4.2 Reference. It seems deprecated to me. What would be an...