Tagged Questions
-1
votes
3answers
105 views
Directional light and matrix issues
I'm trying to implement basic directional lightning in OpenGL 3.3 by emulating the logic shown in this guide: http://www.arcsynthesis.org/gltut/Illumination/Tutorial%2009.html
I do not understand ...
3
votes
2answers
2k views
Basics of drawing in 2d with OpenGL 3 shaders
I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not ...
5
votes
1answer
256 views
What is the point of this hard-coded vector when calculating luminance in glow/bloom effects?
I have looked at two different vertex shaders that calculate luminance and both use a "magic" vector that I'm not sure the meaning of the the actual values. For instance:
const mediump vec3 ...
7
votes
3answers
1k views
Rotating a vector by another vector in shader
I have a terrain surface with a normal for each point on the terrain.
I have a second detail normal map to be applied to the terrain.
These normals are in 3-space.
The Y value of both normals is
...
2
votes
3answers
1k views
2D shader to draw representation of rotating sphere
I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a ...
6
votes
1answer
1k views
Atmospheric Scattering
I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: ...
1
vote
1answer
332 views
Mandelbrot set not displaying properly
I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, ...