Tagged Questions
-4
votes
0answers
68 views
OpenGL parsing normals from obj gets shading wrong [closed]
I have written a simple OBJ file parser for my game engine and it renders everything correctly, but, when I try and use the normals to do lighting it gets shaded all wrong!
I draw using an index ...
3
votes
1answer
131 views
variable number of lights in a glsl shader?
I want to render an arbitrary number of lights in my fragment shader. I do not understand how you can properly pass them into the shader though. For example, I want something like this:
uniform int ...
2
votes
1answer
223 views
glsl 150 struct in uniform buffer object
Can I do this in opengl 3.2 / glsl 150?
glsl shader:
struct LightSource {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 position;
vec4 direction;
};
...
layout(std140) uniform ...
2
votes
0answers
62 views
Fragments never falling into spot light's cone
I am using GLSL version 1.20 with OpenGL 2.1 .
I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
1
vote
0answers
307 views
2D water shader in SFML
I want to implement the algorithm for a 2D water surface described here and here.
Before somebody finds out, beats me up and deletes this, I'm gonna say it myself. I posted this question over at ...
0
votes
1answer
86 views
OpenGL RTT FrameBuffer question and Rendering to texture while sampling it
What i need to do:
Blur the selected texture and pass the texture to another effect for postprocessing.
Notice that i want one texture passed all over.
How do i want to do this:
Bind the FBO ( ...
2
votes
1answer
126 views
Shadow cubemapping?
I am working on a game with C++ and OpenGL 3.2. I have successfully implemented directional shadow maps and now I'd like to upgrade them to shadow cube maps (for point lights). I've done some Googling ...
0
votes
1answer
162 views
OpenGLES GLSL Shader attributes always bound to 0
So I have a very simple vertex shader as follows
#version 120
attribute vec3 position;
attribute vec3 inColor;
uniform mat4 mvp;
varying vec3 fragColor;
void main(void){
fragColor = inColor;
...
3
votes
2answers
444 views
Learning OpenGL GLSL - VAO buffer problems?
I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but ...
4
votes
3answers
313 views
Finding out what pixel on the screen the fragment falls on
In my 2D game, I render tiles. I want to do lighting without needing an extra buffer the size of the screen.
Either in glsl or hlsl, what could I feed to the shader each time I render a bitmap so ...
1
vote
0answers
198 views
Full screen shader causes performance hit
I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting.
To do this, I create a new bitmap each time the display resizes that ...
1
vote
3answers
209 views
Shaders not linking correctly
I'm writing a rather simple "ShaderManager" which aids me with loading shaders in Open GL, altough I am having a few issues:
The shaders don't link correctly
The the attributes don't bind
Here's ...
2
votes
2answers
428 views
Lighting problems with Terrain
I'm in the process of learning Open GL and am having issues with lighting on my Terrian, I don't know if the issue is related to how I calculate my normals or the shader itself (I am using the shader ...
3
votes
1answer
1k views
Proper way to do texture mapping in modern OpenGL?
I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150.
The problem is the texture shows but has this weird flicker I can show a video here.
My texcords are in a vertex array. I have my ...
1
vote
1answer
628 views
glsl applying shader
I want to use a shader just for learning purposes. But i have a few questions about it.
I have the following code:
Vertext shader:
const float Eta = 0.66; // Ratio of indices of refraction
...
2
votes
4answers
359 views
What is a right datatype in C++ for OpenGL scene representation with use of GLSL
I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, ...
6
votes
4answers
845 views
Spell Effects/Shaders
I want to be able to achieve spell effects that cause a fragmenting/discoloring effect on the sprite. The first couple seconds of this video http://www.youtube.com/watch?v=HNCFh7mkvuc shows what I ...
6
votes
2answers
777 views
Casting a shadow over a whole scene with GLSL in 2D?
I'm making a (non-isometric) side scrolling 2D game and I want each fragment that I draw to cast a small drop shadow when it is near another object. What sort of algorithms are used in fragment ...
2
votes
1answer
245 views
Bluring behind something then drawing text?
I want to basically make a blur shader in glsl and use it like Windows 7 does for Windows. I want to for example draw something and then blur a rectangle, then draw text over it.
If someone could ...