2
votes
0answers
43 views

OpenGL ES Single Bitplane Texture (or something close)

I'm looking to use a texture to store single bits (or a low number of bits, two or three). This in of itself isn't hard if you're using nearest neighbor sampling with some bit plane unpacking. The ...
1
vote
0answers
66 views

iPhone GLSL shader dynamic branching issue

I am trying to pass an array of vec3 as uniform and then iterate through them on each pixel. The size of array varies on situations so I can't make the loop with constant number of iterations. ...
4
votes
3answers
391 views

OpenGL ES 2.0 - How to batch draw particles that have unique translations, rotations, scales, and alphas?

I've combined all of my vertex data for many particles into a single array. How would I batch draw all of those particles in a manner that preserves their unique translations? Any code examples ...
1
vote
1answer
229 views

Apply portion of texture atlas

I'm trying to write a shader that only maps a portion of a large texture to my sprite and I'm getting a strange behaviour with my current code. This is what I have right now: Texture atlas ...
0
votes
1answer
122 views

Artifacts when draw particles with some alpha

I want to draw in my game some particles. But when I draw one particle above another particle, alpha channel from this above "clear" previous drawed particle. I set in OpenGL blend in this way: ...
12
votes
1answer
715 views

Should I distribute shaders in a compiled form or in plain text?

Having an application that uses shaders that have been wrote in GLSL, what is the best strategy for the distribution in the real world and for the desktop and mobile? I'm aiming to distribute this in ...
1
vote
1answer
622 views

Shader authoring/editing tools for GLSL ES

Since Render Monkey has been discontinued (perhaps due to the complexity of today's shading languages), there are few successors that can match its functionality. Is there any useful tool for material ...
4
votes
1answer
220 views

Where to store shaders

I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, ...
2
votes
1answer
1k views

How to get the texture coordinate of a neighbouring pixel for a blur shader?

I'm still having some trouble to get my head around fragment shaders and doing some image processing on textures. The context is a 2D sprite: a simple texture painted on a quad. All done with OpenGL ...
4
votes
1answer
3k views

What do the components of gl_TexCoord[0] mean?

What are the differences between gl_TexCoord[0].s, gl_TexCoord[0].t gl_TexCoord[0].p and gl_TexCoord[0].x, gl_TexCoord[0].y gl_TexCoord[0].z ? I understand that gl_TexCoord[0].x, gl_TexCoord[0].y ...
3
votes
1answer
1k views

Changing the color of some fragment of a texture using shaders

Declarative programming language QML allows to connect the elements, their properties with universal variables in shader programs description. For these purposes there is such elements as ...
3
votes
1answer
379 views

Phone complains that identical GLSL struct definition differs in vert/frag programs

When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 ...
2
votes
1answer
2k views

OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption

I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
0
votes
2answers
1k views

OpenGL ES 2.0: Calculated Cube Vertex Normals Verification

Could I kindly ask to confirm, that the calculated normals are correct, please? I have calculated them on my own, but my testcube is still strangely lighted within OpenGLES 2.0. The vertices were ...
9
votes
6answers
7k views

OpenGL ES 2.0: Repository of Quality Shaders

Could I kindly ask, to suggest me a repository of high quality OpenGL (OpenGL ES 2.0) vertex and fragment shaders, please? I am looking for pixel based ligting shaders (such as phong) and simmilar. ...

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