SimpleShader | Cocos2dx simple shader | Reflection library

 by   JRCocos C++ Version: Current License: MIT

kandi X-RAY | SimpleShader Summary

kandi X-RAY | SimpleShader Summary

SimpleShader is a C++ library typically used in Programming Style, Reflection applications. SimpleShader has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

This is a simple utility for creating shaders inside of Cocos2dx it simplifies the creation and usage of fragment shaders.
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            kandi-support Support

              SimpleShader has a low active ecosystem.
              It has 8 star(s) with 2 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              SimpleShader has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of SimpleShader is current.

            kandi-Quality Quality

              SimpleShader has no bugs reported.

            kandi-Security Security

              SimpleShader has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              SimpleShader is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              SimpleShader releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            SimpleShader Key Features

            No Key Features are available at this moment for SimpleShader.

            SimpleShader Examples and Code Snippets

            No Code Snippets are available at this moment for SimpleShader.

            Community Discussions

            QUESTION

            How to set a texture as background in OpenGL?
            Asked 2019-Jan-08 at 13:20

            I want to make a program that shows the earth with a space texture as the background.

            • The earth is a 3D Uniform with a earth texture (.bmp).

            • The space with the stars is a texture (.bmp).

            I have summarized what I have to do:

            • Create a new Model Matrix
            • Position it at the same place where the camera is
            • Disable depth test before drawing
            • Reverse culling

            This is the Load function:

            ...

            ANSWER

            Answered 2019-Jan-08 at 13:20
            1. If I see it right among other things you are wrongly binding textures

            Source https://stackoverflow.com/questions/54089691

            QUESTION

            Drawing letters using triangles in OpenGL?
            Asked 2018-Sep-06 at 21:24

            I'm required to draw my name using triangles. I understand how to handle shaders. I am just confused on how to actual draw the objects and connect them to make a letter.

            I've been given some code to work with:

            ...

            ANSWER

            Answered 2018-Sep-06 at 21:24

            It looks like your problem is intended to familiarize you with setting up and using a vertex buffer. If so, it doesn't matter how you come up with the triangles -- the point is to understand how the setup works.

            So, the first thing you need to do is to read your textbook on this topic. If you don't have a text, you will need to look up the graphics calls in an OpenGL reference.

            If you run the program as-is, it should draw a bunch of randomly chosen, disconnected points (in the form of a fractal, but still...). This is because the actual draw call, glDrawArrays(), is called with the enumerated value GL_POINTS, which tells it to draw points, as its first argument.

            If you read the documentation for glDrawArrays(), it should list other values for this argument, some of which draw triangles in various ways. The most straightforward of these is GL_TRIANGLES, but I recommend you look up all of them to give you an idea what your options are.

            Generating the triangles is up to you. If your name is short, generating them by hand should be fairly easy. Note that you should entirely replace the random-point-generating code; options include:

            • with inline data
            • with some code to load the coordinates from a file
            • with something more clever so you don't have to hand-generate them

            Source https://stackoverflow.com/questions/52209756

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install SimpleShader

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/JRCocos/SimpleShader.git

          • CLI

            gh repo clone JRCocos/SimpleShader

          • sshUrl

            git@github.com:JRCocos/SimpleShader.git

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