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3
votes
0answers
523 views

How can I create an efficient bloom shader with GLSL?

I have searched the net for resources related to rendering a bloom effect using GLSL, but haven't found anything. Although the tutorial at Philip Rideout's website is a good one, it performs very ...
3
votes
0answers
241 views

How to make a gaussian blur effect in UDK

I want to make a plane shape (surface) that have a gaussian blur applied to it and this plane is transperant, so all objects behind it looks like they are having a gaussian blur effect.
3
votes
0answers
525 views

Atmospheric Scattering

I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: ...
2
votes
0answers
95 views

3D Studio Max Models and Shaders to XNA

I am looking for a way to import my 3D models, including materials and shaders to from 3D Studio Max to XNA. For example, if I have a model, with diffuse, bump, reflection textures and values (in ...
2
votes
0answers
209 views

Sampling from depth texture causes shader to stop working

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
1
vote
0answers
71 views

Why does drawing bounding boxes disable my other shaders?

I have some .X models loaded via self-written AssetManager that has Lists with models in it. I also apply a diffuse shader to my models. All the models are "self-drawing" in a BasicModel class. ...
1
vote
0answers
84 views

How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
1
vote
0answers
168 views

XNA 4 Deferred Rendering deforms the model

I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks ...
1
vote
0answers
257 views

How can I run the pixel shader effect?

Stated below is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in ...
0
votes
0answers
53 views

What is the GLSL code for the default fragment/vertex shaders?

I've been google'ing as to what the 'default' shader code is for a fragment and vertex shader. By default, I mean what code would replicate the functionality of the graphics pipeline, without use of a ...
0
votes
0answers
27 views

What can cause D3DXCreateEffectFromFile to CTD without error message?

One of my testers have reported that free game I am develeoping have crashed to desktop without any error message (I don't have personal contact with testers, but they have Dr. Watson installed). I've ...
0
votes
0answers
33 views

Matrix for positionning shadowmap on (in) screen (space)

I'm struggling with a PSSM implementation. I'm able to render the shadow maps but when I need to apply them, there is not enough slots free. The terrain shader I'm using (for example) only has one ...
0
votes
0answers
64 views

texture2DLodOffset( ) in Mac 10.6

I am writing a FXAA shader in glsl for achieving full screen anti-aliasing.But when i compile the shader with the texture2DLodOffset(), the compiler shows an error : "no matching overload function ...
0
votes
0answers
96 views

Drawing hole in a mesh with procedural texture (Cg or HLSL)

I'm working on a program like a game scene editor. There's a tool for building walls and I need to draw windows or doors (presented as 3d models) in walls. There are some ways to do this. The first ...
10
votes
1answer
346 views

What is the math behind the light effect in krakatoa?

I'd like to know the math behind the light effect in krakatoa (click here for an example). Light source is traveling with particles, but how is shading done? Is it something simple, like Phong ...

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