ShaderLoader | FreeframeGL plugin to load shader files | Graphics library
kandi X-RAY | ShaderLoader Summary
kandi X-RAY | ShaderLoader Summary
A FreeframeGL plugin to load shader files created from GLSL Sandbox and ShaderToy.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of ShaderLoader
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Trending Discussions on ShaderLoader
QUESTION
I'm using esbuild as a tool to bundle my Typescript code but i can't find a way to configure a loader for ".wgsl" files.
Mi app.ts file :
...ANSWER
Answered 2022-Mar-19 at 14:43You want something like esbuild-plugin-glsl (which is a GLSL import plugin for esbuild, whereas ts-shader-loader
is an import plugin for webpack).
QUESTION
I've spent 2 weeks trying to get OpenGL to draw a cube in 3D, but no matter what I do, it never actually drew a cube. If I enable the depth test with glEnable(DEPTH_TEST), it simply does not render anything. If I comment out that function, it renders all the vertices as if the z-values were all 0. I'm completely stuck and have no idea what i've done wrong.
Here's my main file: https://pastebin.com/D8cEcJ4g
...ANSWER
Answered 2021-Jun-18 at 15:28If I comment out that function, it renders all the vertices as if the z-values were all 0
Well, that's because ... they are:
QUESTION
ANSWER
Answered 2021-Jan-17 at 09:50When an image with 3 channels (GL_RGB
) is loaded to a texture object, GL_UNPACK_ALIGNMENT
needs to be set to 1. By default GL_UNPACK_ALIGNMENT
is 4, so each line of an image is assumed to be aligned to 4 bytes. The pixels in the buffer have a size of 3 bytes and are tightly packed, this would cause a misalignment.
QUESTION
I hope someone can help me with this. I am at the end of my rope, having gone through all of the discussions and examples I have found and still can’t get dFdx working, neither for WebGl1 or WebGL2. Partial code is shown below.
Thanks for you help.
The fragment shader uses:
...ANSWER
Answered 2020-Dec-22 at 06:12In WebGL2 with version 300 es shaders they are supported by default, no extension needed.
QUESTION
I am building the game Snake using OpenGL in VS. I have my class that handles the models, VertexData
, and then the rest of the game in Main
. Whenever I create the first object by calling createModel()
, everything works fine. However whenever I call createModel()
the second time, like to create the apple, there is about a 40% chance of Visual Studio triggering a breakpoint. everytime I call createModel()
after that, like to create another body segment, the chances of it triggering a breakpoint increases. Is it due to where I am creating the object, or is there something else wrong? I saw that adding a copy constructor to the VertexData
class would stop the crashing but it did not.
Main.cpp:
...ANSWER
Answered 2020-Nov-24 at 21:11Assuming ConvertToFloat::format
takes a pointer and a length, here is your problem:
QUESTION
I recently decided to start Learning OpenGL and got myself a book about OpenGL Core 3.3. The book is generally about C++.
So, after looking for a bit, I found a library in a language I was better in which provided almost the same functionality: lwjgl. I managed to draw several shapes with basic vertex and fragment shaders. When I tried getting the Fragment shader to output a color other than white though, it didn't affect anything; The shapes are still getting rendered in white.
My question is if something is wrong with the shader itself or if i didn't load it up correctly. The code in my Main.java(The ShaderLoader is simply a class that loads .vs(vertex shader) and .fs(fragment shader) files):
...ANSWER
Answered 2020-Oct-19 at 14:19You are not glLinkProgram
the shader program. So, between attaching the shaders to the program and detaching them again, you should add glLinkProgram(shaderProgram)
.
QUESTION
I am sorry if the answer here is obvious, I am mostly a c/c++ guy and javascript is relatively new to me.
I am using THREE, bundling with browserify. In one module, I am creating an array of mesh objects that I need to access in a nested function using forEach(...), but I keep getting an error, that the corresponding object is not defined. I am suspecting that the problem is related to me actually defining the array in a separate callback function that is defined in parallel with the nested function using the forEach(). I have been trying to "declare" the variable globally, before I assign it to the array in the callback function, but that doesn't work. In c++ I would define an uninstantiated object globally (or in a class header) and then instantiate it in some function later, while accessing it in yet another function after that. Below is the relevant code and the variable that keeps coming back undefined is called "mesh". Note that I am not even sure why setPallete(...) and update(...) are implemented as nested function (a strange concept to me)? In another incarnation of this code, I implement them as "standalone" (e.g. not nested) functions and things are working, but in that code I am not using browserify to bundle, because I have just one, monolythic script. So maybe this has soemthing to do with that.
Thank you for your help.
...ANSWER
Answered 2020-Jul-30 at 15:58Few problems here:
wrong const lines = newArray(totalMeshes);
correct const lines= []; //In Js its not necessary to have a predefined length.
You need to put data in above lines array as well.
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