I'd like to transform a sequence of circular fisheye-images to cubic or spherical panorama images to be used in a panorama-viewer based on OpenGL. The viewer-part is nemas problemas but the transform ...
When I first searched for discard instruction, I've found experts saying using discard will result in performance drain. They said discarding pixels will break GPU's ability to use zBuffer properly ...
I'm interested to know, is there a direct correlation to the speed that a shader will run based on the bit depth of a texture upon which it is running. For example: If I have a 2 bit stencil texture ...