I'm currently trying to change my project to use GL_TRIANGLE_ADJACENCY instead of GL_TRIANGLES. Following this question, I have managed to construct my index buffer fine, but when it comes to the ...
(Related, but somewhat different, to my previous question) How can I determine in a fragment shader if a fragment is in the shadow of a sphere? That is, if it is occluded by the sphere and is past ...
I was reading chapter 4 of the Arcsyntesis OpenGL tutorial when I came across this line in the GLSL shader. vec4 cameraPos = position + vec4(offset.x, offset.y, 0.0, 0.0); About it, the tutorial ...
I'm getting started with GLSL with quartz composer. I have a patch with a particle system in which each particle is mapped into a sphere with a blend value. With blend=0 particles are in random ...