Raymarcher | time voxel raymarcher using OpenGL GLSL shaders to perform | Graphics library
kandi X-RAY | Raymarcher Summary
kandi X-RAY | Raymarcher Summary
A real-time voxel raymarcher using OpenGL GLSL shaders to perform accelerated raymarching.
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QUESTION
I know there are a lot of resources on this, but none of them have worked for me.
Some are: webgl readpixels is always returning 0,0,0,0,
and this one: https://stackoverflow.com/questions/44869599/readpixels-from-webgl-canvas\
as well as this one: Read pixels from a WebGL texture
but none of them have been either helpful or successful.
The goal: Render an offscreen canvas with a WebGL shader, then use that as a texture in a separate WebGL shader.
Notes:
- For these WebGL shaders, I'm using a generic vertex shader used for pixel shaders, specifically, a raytracer/raymarcher. This is:
attribute vec2 a_position; void main() { gl_Position = vec4(a_position.xy, 0.0, 1.0); }
. This vertex shader is inputted two triangles that cover the screen, so basically the fragment shader is doing all the work.
Problem: In order to get the image data off of the offscreen canvas, I've tried these methods:
- The WebGL
gl.readPixels
function
ANSWER
Answered 2020-Oct-26 at 20:32For some reason gl.readPixels works better with a Uint8Array.
QUESTION
I'm working on a RayMarching Program(HomeWork) and I want it to go faster so I use the GPU with the ALEA extension. I have a problem because I can't Use The class camera In the parallel for (GPU). Thanks for your help.
I already tried to change the tag of the class and creating them inside the Parallel for
...ANSWER
Answered 2019-May-17 at 10:16You should set some variables to be the camera's variables and use them in the parallel for loop, you should also make static versions of the camera's functions and use them in the for loop. while I'm not sure this will fix it, it's something I think you should try because you said you can't use the class camera in the parallel for and now you won't be using it in there.
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