Tagged Questions
3
votes
4answers
210 views
How many times fragment shader is executed?
I have an OpenGL code, with 3 different shader programs.
I have a simple question, I know fragment shaders are executed for every every fragment in the scene.
But is there a way using which we can ...
0
votes
1answer
86 views
GLSL billboard move center of rotation
I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader:
void main(){
vec4 tmpPos = (MVP * ...
0
votes
0answers
61 views
Triangle Clipping
I want to determine which part of a triangle is visible in a frustum in OpenGL, is there a way to get visible coordinates of triangle in the viewing frustum?
3
votes
2answers
310 views
MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)
Currently I'm trying to implement GPU skinning in my project.
So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a ...
1
vote
0answers
51 views
Geometry shader and triangle adjacency
I'm currently trying to change my project to use GL_TRIANGLE_ADJACENCY instead of GL_TRIANGLES.
Following this question, I have managed to construct my index buffer fine, but when it comes to the ...
2
votes
0answers
106 views
Shadow mapping does not work correctly using GLSL shaders
I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light.
Here's for the following display the light properties :
...
0
votes
2answers
203 views
Developing GLSL Shaders?
I want to create shaders but I need a tool to create and see the visual result before I put them into my game. As to determine if there is something wrong with my game or if it's something with the ...
3
votes
1answer
138 views
OpenGL FBO not being drawn to
In my project I'm trying to implement a deferred rendering system, problem is, I can't seem to get a second FBO to work.
UPDATE 1
Here is the FBO initialization code:
/// G-Buffer FBO
GLuint ...
6
votes
1answer
247 views
How would one draw many objects using the same VBO
I'm kind of stuck with this question for some time now, maybe because I don't know exactly what to search for, it might be a term I have not heard of yet as most tutorials ends after drawing one ...
0
votes
1answer
214 views
Draw wireframe overlay of model in GLSL
I have a 3D model that has a GLSL script, and I want to draw a line on each border of its polygons in the fragment shader.
What should I do? Note: I am using Ogre3D, so I can't use OpenGL's ...
3
votes
0answers
187 views
Jet engine exhaust shader [closed]
How would I create a jet engine exhaust effect, as shown in the image from Fzero GX below.
GLSL and OpenGL examples/solutions are prefered, though other resources are also welcome.
Requirements
...
0
votes
0answers
97 views
Fragment shader not applying intended color to output
I started working with OpenGL recently, having previously worked on mods. I'm using GLFW3, GLEW, and whatever tutorials I can find. So far I've come up with this code:
//Headers
#include ...
0
votes
0answers
71 views
Normal mapping and translation, lighting not displaying correctly
I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library.
I am calculating the tangent vectors on each object with the help of the ASSIMP ...
3
votes
2answers
39 views
Local shape color blending
I am trying to implement this in Unity 4 Pro.
But I am stuck in the blending part. I don't understand how you could blend multiples textures/colors using multiples volumes on an object. How could you ...
0
votes
1answer
106 views
Creating a fragment shader to darken a white texture over time - OpenGL GLSL
So as a part of learning OpenGL, I've now decided to try and be a bit more creative with shaders, as part of a practice game I'm making using C/OpenGL.
I'm completely new when it comes to working ...