a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered

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4
votes
0answers
114 views

Premultiplied Alpha And Alpha Testing

I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values. Is there an easy/standard way to have it ...
0
votes
0answers
50 views

Pix, debug shader error

I can't get Pix to debug shaders. I've used it before totally fine, but today I keep receiving this error when trying to debug either a vertex or pixel shader: A call that previously succeeded failed ...
3
votes
1answer
168 views

Matrix in constant buffer on the GPU contains NaNs but not on the CPU

I've got a shader with the following constant buffer: cbuffer ShaderParameters { matrix inverseViewProjectionMatrix; float4 cameraPosition; }; When using Visual Studio 2012's graphic ...
3
votes
1answer
224 views

Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?

Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
3
votes
1answer
92 views

Messed up UVs in Unity3D for Android

All of my quads appear correctly textured on the Unity3D editor, a Motorola Xoom Android tablet, and on an iPad 2: But on our Samsung Galaxy Mini 2 smartphone they kinda look like this: I wrote ...
2
votes
0answers
224 views

Loading custom shader in Monogame

I have been trying to load this custom FX file into a Monogame project, and everything I try fails. (code taken from http://www.david-gouveia.com/scrolling-textures-with-zoom-and-rotation/) sampler ...
0
votes
1answer
103 views

Strange rendering in Direct3D 10 [closed]

I'm writing an application which renders graphics on the screen. The application can switch between Direct3D9 and Direct3D10 graphics modules (I wrote DLLs that wrap both D3D9 and D3D10). When trying ...
0
votes
0answers
100 views

Using OpenGL3.3 and GLSL, texturing is not working [closed]

I am having troubles getting texturing working in my OpenTK/OpenGL 3.3 code. I am sure it is something simple that I am missing, but I just can't seem to get a texture on the square I am rendering. ...
12
votes
3answers
441 views

How can I replicate the color limitations of the NES with an HLSL pixel shader?

So since 256 color mode is depreciated and no longer supported under Direct3D mode, I got the idea to use a pixel shader instead to simulate the NES palette of all possible colors so that fading ...
2
votes
1answer
172 views

How to draw a Bezier line with shaders?

I found a shader code to draw filled Quadratic Bezier in http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html How can use something similar to draw a Bezier line that follows the same path? ...
0
votes
1answer
93 views

Rendering an object more than once

Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has: A diffuse shader A directional lighting shader A texture shader Now the final color ...
0
votes
1answer
246 views

Loading a vertex shader compiled by Visual Studio 2012

I've got an extremely simple vertex shader that Visual Studio 2012 compiles into a .cso file. Now I want to load this file and create a vertex shader on the graphics device using the ...
4
votes
1answer
137 views

OpenGL, fetching the names of all uniform blocks in your program

I want to auto-bind uniform blocks with certain named values to certain binding points when I compile a shader. For example, I have some basic, default fixed binding points that are always used for ...
1
vote
3answers
542 views

Methods of procedural terrain generation that can work using DirectX 9 (SM2.0)?

I'm working on a simple game / fun project that I want to be largely procedurally generated. At first I started by using boxels (Similar to Minecraft, but not textured) for the terrain and it came out ...
0
votes
1answer
120 views

In OpenGL Shader, Why adding color change vertex position?

I have the following vertex shader: #version 120 attribute vec4 position; attribute vec4 acolor; varying vec4 theColor; void main(){ gl_Position = position; //theColor = acolor; //[1] ...
2
votes
1answer
204 views

Gaussian blur filter and “shimmering”

I have a fairly bog-standard Gaussian blur filter (seperable) I'm using to make a glow effect in my pipeline. At the moment I'm rendering it only to 256x256 texture and then doing a very simple ...
1
vote
1answer
50 views

How can I get a pointer to ID3DX11EffectShaderVariable from ID3DX11Effect

I'm using the DirectX Effects framework and I want to create an input layout automatically when compiling an effect. I've tried to call ID3DX11Effect->GetVariableByName() with the shader's name, to ...
-4
votes
2answers
216 views

What shaders make a game look “next-gen”? [closed]

I'm working on a "pretty mod" for a game which adds shaders but doesn't change anything else. Current shaders are: 1. bloom 2. motion blur 3. DOF Is there any other kind of filter shader I could ...
-1
votes
1answer
90 views

How To Buffer Many Vertex, Geometry, and Pixel Shaders

What is the best way to buffer Vertex Shaders, Pixel Shaders, etc into the Device/Device Context without having to reload them from the filesystem every time? ID3D11Device::CreateVertexShader ...
1
vote
0answers
84 views

BasicEffect and SkinnedEffect treating WorldViewProj differently?

I made a ModelBatch class that batches and draw rigged/unanimated and skinned/animated models. For now, BasicEffect is assigned to rigged models (XNA Model Processor) and SkinnedEffect is assigned to ...
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 ( ...
0
votes
2answers
106 views

How to implement input-texture limited alphablending of 2 textures with HLSL?

I try to implement a HLSL shader the does the normal Alphablend with premultiplied colors (just as XNA4 does) but depending on some existing colors. One can think of adding a glow to a 2D terrain ...
3
votes
1answer
157 views

How do I render a filled and stroked path using OpenGL?

I want to render a 2-dimensional geometric path consisting of Bézier curves and straight lines. Paths can be concave. What is the most efficient way to draw this using modern OpenGL? Can I do this ...
16
votes
1answer
404 views

After a succesful glLinkProgram, should I delete / detach my shaders?

After I have a linked program, and thinking about defensive programming, should I delete and detach the shaders used to link this program? If yes, is that going to free any resources? Or do these ...
5
votes
1answer
184 views

HLSL Circle all white

I have been trying to get my shader code (HLSL) to draw a simple circle but after a day and a half I am getting nowhere. It seems people are using the x^2 + y^2 = r^2 and remap texcoords but I only ...
0
votes
1answer
139 views

XNA 3D custom shader/effect gives shakey rendering in the distance

I am rendering a simple flat plane + texture to use as the floor for a game. I'm rendering it using a custom effect I've written. The problem I have is that the ground in the distance gets a bit ...
2
votes
1answer
86 views

Direct3D shader compilation fails with constant buffers

I've been particularly annoyed by a 'bug' for a couple days involving D3DCompile and vertex shaders with constant buffers. I'm assuming the bug is my fault (missing flag or small nuance of the poorly ...
1
vote
2answers
75 views

In the Direct3D 9 Effect API, how do you find the texture variable linked to a sampler?

In Direct3D 9 effect files you can write a sampler state that specifies a texture variable to use, like Texture2D g_texSkyDome; SamplerState g_samplerSkyDome { Texture = <g_texSkyDome>; ...
3
votes
3answers
876 views

How can I make a shader effect that looks like a lightly shaded pencil drawing?

I want to make a shader effect using OpenGL ES 2.0 that looks like this image: I'm not sure if this image was painted or is the result of some filter, but I want to create a shader that produces ...
8
votes
1answer
229 views

Curious Transparent Holes Render Artifact

So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap. Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
0
votes
0answers
36 views

Errors calling certain gl-based classes

Following this example code, I'm trying to use glGenFramebuffersEXT(), GL2.GL_FRAGMENT_SHADER_ARB, but I get these two types of highlighted errors wherever they are called: The method ...
0
votes
0answers
73 views

Shader execution stops in vertex shader before pixel shader

I’m trying to store the depth information of model in XNA from the lights point of view. The model renders fine using a normal shader. This is the shader code float4x4 xShadowMapLight; ///DEPTH ...
1
vote
1answer
236 views

How to have qt5 work on desktop like on mobile devices (es2, correct glsl version)?

I am looking for help/information concerning this issue : My work: I have an opengl es2 render engine that works on an iOS app. I almost managed to make it work by calling the same openGL rendering ...
2
votes
1answer
85 views

Nine Patch Images in DirectX

In Android development I found nine patch images very useful to draw images that have a fixed border. When the image is scaled the inner part scales, but the border stays at a fixed size. I was ...
1
vote
1answer
252 views

Why can't my .exe find my .fx file?

I'm having a problem with my .fx file in my D3D 11 application. I can run the application just fine from Visual Studio, but when I run the .exe it fails when trying to load the .fx file. I've ...
2
votes
1answer
233 views

Spherical procedural terrain shader based on slope

I've created a spherical terrain object out of 6 sphere projected (normalised) planes, each plane has been heightmapped post to being normalised. I'm looking to create a CG shader which will ...
9
votes
3answers
874 views

Fastest way to render lines with AA, varying thickness in DirectX

So I'm doing some DirectX development, using SharpDX under .NET to be exact (but DirectX/C++ API solutions are applicable). I'm looking for the fastest way to render lines in an orthogonal projection ...
4
votes
3answers
394 views

OpenGL ES 2.0 - How to batch draw particles that have unique translations, rotations, scales, and alphas?

I've combined all of my vertex data for many particles into a single array. How would I batch draw all of those particles in a manner that preserves their unique translations? Any code examples ...
3
votes
1answer
164 views

Why are some objects not rendering properly?

Here's a button I exported from Blender into a .x format: Now here it is in the game with BasicEffect applied to everything: And now with my custom shader: And there's the problem. While the ...
2
votes
0answers
359 views

VS2012 C++: Unable to ID3D11Device::CreateVertexShader when loading compiled CSO file

I have been trying to get a tutorial Direct X 11 application running for some time now. I'm being stymied when I try to create the vertex shader. Setting the Direct X Debug setting reveals that I am ...
1
vote
0answers
146 views

Vertex shader to Pixel shader NVIDIA problem - restarting drivers

I have problem with my shader on NVIDIA cards. On AMD it's working right. Shader Builder exported CODE: //ROOT //PSParts //VSParts //Samplers sampler sLod23ColorGround : register(s0); sampler ...
5
votes
1answer
262 views

Changing water color based on depth

I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
1
vote
1answer
239 views

Apply portion of texture atlas

I'm trying to write a shader that only maps a portion of a large texture to my sprite and I'm getting a strange behaviour with my current code. This is what I have right now: Texture atlas ...
14
votes
3answers
445 views

Difference between Material and Shader

In a game a material does only influence the visual appearance of the object. The visual appearance is effected by shaders. So regarding to terminology is there a difference between materials and ...
4
votes
2answers
270 views

ConsumeStructuredBuffer, what am I doing wrong?

I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous ...
2
votes
1answer
186 views

VBO and shaders confusion, what's their connection?

Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N ...
1
vote
0answers
161 views

How do I make a more or less realistic water surface?

I want to make a similar water surface like in this picture: http://www.publicdomainpictures.net/pictures/20000/velka/water-surface-detail-11291208064MpI.jpg I need the water surface in the same view ...
2
votes
1answer
127 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 ...
3
votes
2answers
172 views

Which will be faster? Switching shaders or ignore that some cases don't need full code?

I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: ...
2
votes
1answer
2k views

Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing ...

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