0
votes
1answer
49 views

Get world-position in Vertex shader

I'm wondering how I can get the final position of a vertex. I use glTranslate in my render code, and I'm not getting the world-coordinates correct. My world is devided in chunks and my position get's ...
0
votes
1answer
83 views

GLSL Shaders-> How to manage?

As your game get's bigger and bigger, you will use more and more different shader effects. Let's take an easy example: I have clouds in my voxel-based world, and I want to give it a blue-ish tint ...
1
vote
0answers
148 views

Vertex shader to Pixel shader NVIDIA problem - restarting drivers

I have problem with my shader on NVIDIA cards. On AMD it's working right. Shader Builder exported CODE: //ROOT //PSParts //VSParts //Samplers sampler sLod23ColorGround : register(s0); sampler ...
-1
votes
1answer
428 views

Vertex shader are evil for performance?

I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image. The problem is that my project ...
10
votes
1answer
424 views

Special relativity shader in GLSL

I'm trying to implement a GLSL shader which helps understanding special relativity Lorentz Transformation. Let's take two axis-aligned inertial observer O and O' . The observer O' is in motion w.r.t ...
2
votes
1answer
205 views

Implementing IVertexType Interface

In XNA, I have created a new VertexType, called it VertexPositionTextureLight which inherts the IVertexType Interface, but apparently I need to implement the member of VertexDeclartion which I cleary ...
1
vote
1answer
537 views

XNA - multiple VertexBuffers?

I'm trying to learn how to use VertexBuffers in XNA 4.0. I can render wireframe shapes and I can render textured shapes. However, I'm having some trouble rendering them both at once. I'm ...
3
votes
1answer
699 views

Using raw vertex information for sprites rather than SpriteBatch in XNA

I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting ...
1
vote
1answer
285 views

Output from vertex shader in D3D9

I've been looking at creating some 2D rendering systems in D3D9, basically because I don't like ID3DXSprite. For the output of the vertex shader, what co-ordinate system does the run-time expect ...