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I want to make a honeycomb, now with this code but I have a problem that when the thickness of the honeycomb line is reduced, they are almost invisible. line=1 At the same time, everything is fine at ...
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I need to display many (a lot) 3d trajectories with modernGL. For now, I chain the trajectories and I create two arrays only (one for all the vertices and one for their colors) that I pass as params ...
mike's user avatar
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The draw function is returning an error 2182. I am failing to figure why. Here is my main file: #include <GL/glew.h> #include <OpenGL/OpenGL.h> #include <include/GLFW/glfw3.h> #...
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In threejs, i'm working on a showerbase project using shader. One of my material got visible mineral veins on it and I noticed when it wrap around the border, the veins are not aligned. I made a ...
Idea's user avatar
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Im trying to apply the model's transforms by walking the node heirarchy, but the poses are wrong (im not trying to animate it, just load it in a pose by using the transforms given in the gtlf file) ...
Muaaz Khan's user avatar
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I am new to graphics in general, so I am trying to learn from others. After drawing a triangle, a quad and then a sprite on top, I have been trying to get a batch of them on screen using instancing. ...
Abhijit Kar ツ's user avatar
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I have freshly installed ursina in a virtual environment. I am trying to set up a basic scene with some lighting: from ursina import * class Pivot(Entity): def update(self): self....
AG-88301's user avatar
3 votes
1 answer
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I'm trying to program a simple game in java using lwjgl and OpenGL but I'm not able to render a square to the window. Can someone help? The render function in render class is called evert frame and ...
Klaus Alles's user avatar
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1 answer
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First of all, I'm using this library for post-processing in LibGDX: https://github.com/manuelbua/libgdx-contribs I added a new custom Effect to it by extending Filter and PostProcessorEffect. It's a ...
user38725's user avatar
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I'm trying to make my own shader for a THREE.js project I'm working on, and I wanted to make a GLSL shader as part of it for one of the meshes in my scene. However, despite writing very basic code for ...
Gift G.'s user avatar
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In a texture atlas the individual images are arranged geometrically. The texture atlas itself is an image that can be viewed in any image viewer. I was wondering if it was possible, to simply dump all ...
user1785730's user avatar
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On my NVIDIA GPU these 2 shaders work fine: // VS #version 450 layout(location = 0) in vec4 inPosition; layout(location = 0) out struct { vec2 dummy; uvec4 variableInStruct; } testStruct; void ...
Rahn's user avatar
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I have a requirement to draw a knitting needle effect image. I implemented a rope texture shading effect using fragment shader code, but there are over 20,000 ropes. I'm using canvas.drawRect(),to ...
wei li's user avatar
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I am trying to learn the Slang shading language for use in a Vulkan framework and I was writing a very basic white only shader. module white; struct VertexIn { float3 position : Position; }; ...
radueduard's user avatar
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I have an application that displays the northern lights on a map. I receive a lot of points that need to be rendered (2000+ points). Here’s what the final result should look like: Since this puts a ...
Angelina Gromova's user avatar
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I have written a custom shader for both vs and fs. The shader is supposed to draw two textures one in the front face of the cube and the other is in the back face of the cube. What I'm struggling with ...
Y. A's user avatar
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While loading spir-v shaders in my application I suddenly started getting the following validation error: [ERROR: Validation] vkCreateShaderModule(): SPIR-V Capability DemoteToHelperInvocation was ...
Xenophilius Mildrententus's user avatar
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I'm currently trying to build a shader for a FogOfWar with pyglet and a glsl shader. I've now tried several things and looked at courses, but I just can't get it done. Can someone here tell me what ...
Benjamin Symalla's user avatar
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For a long time I thought gl_InstanceID was dynamically uniform, but it isn't. And so if you instance render a bunch of instances and you don't have support for non-uniform sampled image indexing, ...
Zebrafish's user avatar
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My game project is built in Ursina, which is just Panda3D under the hood with some convenience functions. I've tried adding a basic glsl vertex and fragment shader to a test file I have, and every ...
Kate Goss's user avatar
3 votes
1 answer
134 views

I know there's gl_VertexIndex and gl_VertexID, but let's just say I have an index buffer that looks like: [3, 0, 4, 1, 2, 3] The first vertex processed in the vertex shader with an indexed draw ...
Zebrafish's user avatar
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1 vote
1 answer
109 views

I'm rendering a 3D-polygon on top of a given background (a pre-rendered image). The polygon is arbitrary: I just have its vertices (as a triangle strip or indexed triangles) passed via buffer. It ...
Zeus's user avatar
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2 votes
0 answers
47 views

I use one shader that writes to 5 different textures bound to the FBO. Sometimes I want to ignore output values, i.e. at location = 0. I set it with this: GL.DrawBuffers(5, new[] { DrawBuffersEnum....
szamil's user avatar
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5 votes
1 answer
118 views

In this program the 3 triangles aren't drawn, even when I replace the texture by vec4(0.0f, 0.5f, 0.0f, 1.0f);, trying to draw the third triangle in green: #define GLFW_INCLUDE_NONE #include <GLFW/...
Bertrand125's user avatar
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0 votes
2 answers
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I have used GLSL and Slang, and in my GLSL code I have very verbose code because I repeat the same code over and over: obj_scaling = vec3(object_info_arrays[nonuniformEXT(...
Zebrafish's user avatar
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75 views

I have been displaying animations: #include <GL/glew.h> #include <GLFW/glfw3.h> #include <iostream> #include <fstream> #include <sstream> #include <cmath> #include &...
Sam's user avatar
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I’m on PixiJS v8.1 (WebGL2) + TypeScript, trying to pass five RGB colors as a flat float[] into my fragment shader—but I keep getting: Error: Uniform type undefined is not supported. Supported uniform ...
Favour chuks's user avatar
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I'm trying to write my own 3d renderer. I'm stuck in the shadow stage. I can't figure out what I'm doing wrong with the PCSS implementation. At the edges of tall objects, the shadow becomes sharp. I ...
FouRed's user avatar
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I'm using a noise algorithm from here, the code is highp vec3 mod289(highp vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } highp vec4 mod289(highp vec4 x) { ...
OtakuFitness's user avatar
2 votes
1 answer
84 views

how do I fill the full canvas with the full webgl shader layer? The canvas is filling the full window width and height, but the webgl shader layer is stuck to the top right quadrant of the screen at ...
Emily Chu's user avatar
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3 votes
1 answer
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I try to use SMAA on vulkan, but the output image is not complete anti-aliasing. like this: I see edgesTex is perfect, but blendTex is not so clear comparing with weight image which is from smaaDemo ...
guruguru's user avatar
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135 views

I use an array of a struct in a GLSL compute shader with scalar layout like this: #version 450 struct Gaussian { vec3 position; vec4 rotation; vec3 scale; vec3 color; float alpha; ...
Dirk's user avatar
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1 vote
1 answer
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Good evening! I want to implement volumetric fog in HLSL on DirectX 11. But I can't find a mathematical summary anywhere. Can someone provide the code in hlsl in what order and what variables I need ...
HardCoder's user avatar
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273 views

I'm trying to create a reverse halftone effect using Three.js, specifically with Threlte. This is my reference image: There are a couple of layers of dots, with some rather large areas of ...
Jesse Winton's user avatar
1 vote
1 answer
176 views

I'm using OpenLayers for a React project and everything is going very well. I'd like to extend the WebGLTileLayer class to eventually be able to apply GLSL to web tiles (for raster smoothing, ocean ...
Chris Jarzynka's user avatar
2 votes
0 answers
184 views

I have simple vertex shader #version 330 core in vec4 vertexPosition; in vec4 vertexColor; out vec4 v_color; uniform mat4 mvp; void main() { v_color = vertexColor; gl_Position = mvp * ...
user5265745's user avatar
1 vote
1 answer
109 views

I have the following code, QT doesn't explain how to use extensions like this, like at all (just a default page when you go to QtOpenGLExtension page), so I assume I'm supposed to inherit from it. //...
Krupip's user avatar
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41 views

I am projecting the image into the x-y plane in my python script like this: M = cv2.getPerspectiveTransform( picked_marker_corners, world_marker_pts ) warped = cv2.warpPerspective( image, M, ( ...
BЈовић's user avatar
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I'm trying to transfer the structure to ssbo, but nothing comes of it, only the first member of the structure is read. layout(std430, binding = 0) buffer Lights { DirectionalLight[] ...
Queelton's user avatar
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I think I'm going to lose it. Here is a snippet of code: vec4 get_color(vec3 pos, vec3 ray) { for (int i = 0; i < 1; i++) { vec3 final_pos, normal; float n_steps; // floating ...
D_00's user avatar
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1 vote
1 answer
123 views

I have no idea how to extend my shader. It is quite simple. I have geometries with custom focus attribute with value between 0-1 and based on that I render plane colour. But for BatchedMesh this ...
Bajdzis's user avatar
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1 answer
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I'm trying to create a fragment shader for a Vulcan application that takes an array of texture2Ds. I have this working however i need to set the size of the array at application run time rather than ...
Jonathan wheadon's user avatar
-1 votes
1 answer
242 views

I am working on debugging this error ERROR: Linking vertex stage: Missing entry point: Each stage requires one entry point Though I am not seeing in my code anywhere that I am missing an entry point. ...
CelticIdan's user avatar
2 votes
2 answers
104 views

I have this scene and for the half transparent box geometry I want to create a shader that gradually reduced the alpha value of gl_FragColor going over the long axis (in this case the z axis in three ...
Johannes Klauß's user avatar
1 vote
1 answer
216 views

I'm trying to load a GLTF file using TinyGLTF: #include <tiny_gltf.h> #include <GL/glew.h> #include <GL/gl.h> #include <GLFW/glfw3.h> #include <vector> #include <...
Adem Budak's user avatar
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0 answers
42 views

Hey I'm using GLSL Shader inside Godot, I "glued" these 2 shaders. One "pixelate" the TEXTURE on its local UV space and one displace thevertex in a sinusoid shape with TIMe (much ...
dekajoo's user avatar
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0 votes
1 answer
74 views

If I have the following shader sources: // vertex shader #version 460 core layout (location = 0) in vec2 inPos; layout (location = 1) in vec2 inNorm; uniform mat3 proj; layout(binding = 0, std430) ...
Cascades's user avatar
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I am trying to accomplish what is discussed in this video (timestamp is at the part of interest) Essentially, I have a mesh (a billboarded quadmesh with a texture) that may be fully lit, fully shaded ...
Matthew Goulart's user avatar
2 votes
0 answers
108 views

Here's my C++ code that converts HLSL to GLSL: const shaderc::Compiler scompiler; shaderc::CompileOptions soptions; soptions.SetSourceLanguage(shaderc_source_language_hlsl); soptions....
Sarathi's user avatar
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2 votes
0 answers
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I know that in GLSL by default struct use std140 layout, and that means, let's say you have an array of int bound to a buffer, the std140 will pad out that int to 16 bytes, so each element is 16 bytes....
Zebrafish's user avatar
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