If you have multiple shaders, could you instead of switching between shaders all the time just have one shader with a switch and each case will send you along to another shader function which you ...
Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
I wonder why not prevent lags by only appying advanced optional graphics stuff when the FPS are high at time. So The game could use simpler or even no shaders and skip decorative models some time. It ...
I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image. The problem is that my project ...
I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking ...
I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
I have a very simple shader and added linear fog via mix like this: finalColor = mix(finalColor, vec3(0.5, 0.8, 0.95), vUVoutAndViewZ.z); Note that the view Z distance is in the variable that also ...