shader-program | Lightweight WebGL Shader Helper | Graphics library
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Lightweight WebGL Shader Helper
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QUESTION
I'm trying to set up a pipeline to do some raymarching-rendering.
At first I set up a vertex and a geometry shader to take just 1 arbitrary float, and make a quad so I can use just the fragment shader, and input data via passing it through all shaders or uniforms.
But then I came across the compute shader, and found some tutorials but all just did nearly the same, making a quad and rendering compute-shaders output to it, I think that's pretty stupid, if you have the possibility to render how you want with the compute shader and still do tricks to get your result.
After some further research i found the function 'glFramebufferImage2D' and as far as I understood it, it attaches an ImageTexture (the one I wrote to with my compute shader in my case) to the Framebuffer (the buffer thats displayed as far as i understood it). So i dont have to do the quad generating trick. But the code I wrote just shows a black screen. Did i get something wrong? or did i missed something in my code?
This is my code: (I'm not worrying about warnings and detaching shader-programs yet. I just wanted to test the concept for now.)
main.rs
...ANSWER
Answered 2019-Sep-21 at 22:19There is an issue when you generate the texture. The initial value of TEXTURE_MIN_FILTER
is NEAREST_MIPMAP_LINEAR
. If you don't change it and you don't create mipmaps, then the texture is not "complete".
Set the TEXTURE_MIN_FILTER
to either NEAREST
or LINEAR
to solve the issue:
QUESTION
I followed the tutorial on https://learnopengl.com/Lighting/Lighting-maps and got some weird errors when using multiple textures (one for specular and one for diffuse lighting). When using only one Texture everything works fine but after using two textures, the cube renders either only black or only the specular texture is applied.
I searched through all similar questions on stackoverflow and read through the OpenGL documentation but still can't figure out why the second texture is not working.
This is the render-loop part of my main.cpp that is creating the cube that is supposed to be rendered with the two textures. The shaders and textures all load and compile fine.
...ANSWER
Answered 2019-May-02 at 20:40After the name (value) of the texture is generated by glGenTexture
, the named texture has to be bound to a texturing target by glBindTexture
, before the texture image is specified by glTexImage2D
.
glTexImage2D
defines the texture images for the texture, which is currently bound to the specified target:
QUESTION
i am programming a Super-Hyper-Mega-Lydian-Über-3D-Game and i am struggling to draw multiple geometries one after another.
Drawing a single geometrie works fine, however if i am trying to draw more than one the geometries switch their vertex-data and their shader-program; or they switch positions and rotational-axis. This is how it looks if i draw one cube: http://i.imgur.com/zmTPc0h.png This is how it looks like if i draw a spaceship after that cube: http://i.imgur.com/10HDjm9.png Here is my code for this application:
...ANSWER
Answered 2017-Jul-23 at 21:44You are uploading the fullMatrix
to the shader before binding the shader. Since glMatrix4fv
calls always operate on the currently bound shader, you are using wrong matrices when drawing.
Solution: Call the functions in the correct order
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