Tagged Questions
8
votes
1answer
303 views
How do I create a cel-shaded cartoon look?
I am interested in everything related to this kind of effect (modeling, game engine, animation). What sort of stuff is needed?
Here are some sample images of what I mean:
0
votes
0answers
87 views
How can I fix dark banding artifacts when I turn on SSAO? [closed]
When enabling SSAO on my object ( in grey on the picture, background in green), sometimes, claimed in position of the camera, dark bands appear on my object (see picture).
The shader is written in ...
11
votes
1answer
570 views
Toon/cel shading with variable line width?
I see a few broad approaches out there to doing cel shading:
Duplication & enlargement of model with flipped normals (not an option for me)
Sobel filter / fragment shader approaches to edge ...
3
votes
0answers
195 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
2
votes
0answers
239 views
Where is the Shader Designer?
I have VS2012 Ultimate and I've been trying to access (find) the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it...
Can ...
5
votes
1answer
831 views
GLSL, all in one or many shader programs?
I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, ...
8
votes
4answers
1k views
Fixed-Function vs Shaders: Which for beginner?
I'm currently going to college for computer science. Although I do plan on utilizing an existing engine at some point to create a small game, my aim right now is towards learning the fundamentals: ...
8
votes
3answers
607 views
What exactly can shaders be used for?
I'm not really a 3D person, and I've only used shaders a little in some Three.js examples, and so far I've got an impression that they are only being used for the graphical part of the equation.
...
10
votes
3answers
2k views
Why do pixel shaders not let us read directly from the framebuffer or the depth buffer?
Letting me sample the framebuffer or the depthbuffer in the pixel shader would be an extremely useful feature. Even just being able to know the depth or the color of whatever is behind the current ...
1
vote
2answers
385 views
OpenGL ES multiple indices
I need suggestions for the best method of acheiving what I am trying to do:
-Using either OpenGL ES 1.x or 2.x
I need to pass a bunch of vertices to the GPU. Each one has 3 attributes: Position, ...
1
vote
1answer
425 views
OpenGL ES indices optimization
I am using OpenGL ES 1.x/2.x
I have 2 attributes to be passed to the GPU(one is colors, one is vertices, one color per vertex).
I use indices. Both attributes will use the same indices array
This ...
9
votes
3answers
10k views
Fastest way to draw quads in OpenGL ES?
I am using OpenGL ES 2.0
I have a bunch a quads to be drawn, would love to be able to have to pass only 4 vertices per quad as if I were using GL_QUADS, but basically I just want to know the best way ...
8
votes
4answers
590 views
I need help with 3d shading/lighting
How do you guys handle shading in a 3d game? I have a directional light source that shades one side of a tree made of cubes. The remaining 3 sides all get ambient shading only. So the 3d effect is ...
6
votes
3answers
1k views
What are the big advantages of shaders ? What is doable with them, and what can't be done without them?
I don't really know when vertex and/or pixel shaders became available for consoles and computers, but what could we do without them ? I don't really understand what is achievable with shaders and what ...