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

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2
votes
2answers
1k views

Can a texture's UV coordinates be animated (scrolled) when part of a SpriteSheet?

Alright so my question is about texture manipulation in Flash Stage3D / Context3D using AGAL for the shader language. But I'm pretty sure this could be applicable in other situations involving GPU ...
2
votes
1answer
248 views

Basic knowledge for 2d gaming and images?

Can anybody refer me some pdf or ebook that i should follow for basic 2d programming and texture ,shaders and other gaming elements details in depth.By which i can easily get through the 2d game ...
35
votes
4answers
37k views

Using multiple shaders

I'm currently studying opengl shaders but I can't figure out something: how to apply different shaders to the objects, for example, a teapot rendered using toon shader and another one in the same ...
2
votes
1answer
497 views

Transformed Pretransformed coordinates?

I am creating a minecraft like terrain engine thing in XNA and C#, and I am trying to create a item/block selector tool. The thing is I would like to have 3D objects on the tool. So I thought for the ...
2
votes
3answers
2k views

Why even use shaders?

assuming I want my game to have a Cel-shaded look. There are plenty of tutorials how to implement Cel-shading in hlsl f.e. But what is the point? If I am creating my assets with Blender or 3d-max I ...
2
votes
1answer
475 views

How can I export models from 3DX Max into XNA?

I am looking for a way to import my 3D models (including materials and shaders) from 3D Studio Max to XNA. For example, if I have a model with diffuse, bump, reflection textures and values (through ...
5
votes
1answer
648 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 ...
2
votes
1answer
378 views

Shader issues when creating projection using CreateOrthographicOffCenter instead of CreateOrthographic

Pre. Having these matrix transformations: var scale = Matrix.CreateScale(50f); var eye = new Vector3(0, 0, 10.0f); var view = Matrix.CreateLookAt(eye, Vector3.Zero, Vector3.Up); var projection = ...
9
votes
1answer
9k views

What do the components of gl_TexCoord[0] mean?

What are the differences between gl_TexCoord[0].s, gl_TexCoord[0].t gl_TexCoord[0].p and gl_TexCoord[0].x, gl_TexCoord[0].y gl_TexCoord[0].z ? I understand that gl_TexCoord[0].x, gl_TexCoord[0].y ...
4
votes
2answers
5k views

Changing the color of some fragment of a texture using shaders

Declarative programming language QML allows to connect the elements, their properties with universal variables in shader programs description. For these purposes there is such elements as ...
3
votes
2answers
278 views

Fire range arc behind buildings

need some help with HLSL. Each charater in my game shows a fire range arc (which is a textured model) which show how far the guy can shoot, see It looks ok, but I hate the fact that it shows even ...
9
votes
5answers
5k views

What rendering techniques would I use to draw a drop shadow effect for cards in a card game?

What type of shading algorithm might be used to create shadows like these? the one I'm making is similar but it is all done with a 2D drawing API powered by OpenGL so there is no Z coordinate. In ...
2
votes
0answers
1k views

How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together? [closed]

I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
0
votes
1answer
705 views

Some help understanding and modifying a 2D shader

I have a similar question as the one posed here, except that I don't wish to use a 1D Color Palette. I simply wish to have it display 1 color of my choosing (red, for example). I plan to use this ...
0
votes
1answer
983 views

Toon shader with Texture. Can this be optimized?

I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their ...
2
votes
0answers
706 views

XNA 4 Deferred Rendering deforms the model [closed]

I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks ...
1
vote
1answer
635 views

Setting the values of a struct array from JS to GLSL

I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows: struct Light { vec4 ...
6
votes
3answers
1k views

Is it possible to load shader files from a DLL?

I have a few HLSL files that I'd like to add into a DLL project so that I don't have to keep adding these same shader files into a new Content project every time I want to use them. Is this possible, ...
5
votes
1answer
1k views

How is this glowing with colors radiating outward 2D effect accomplished?

I'm currently totally at a loss as to how this effect is done: http://www.youtube.com/watch?v=zp8MHUNp7Cg The glowing on the ship and the changing color. I want to do this effect in XNA 4.0 any ...
1
vote
1answer
176 views

How do I draw a multi-object mesh at once?

This is a very elementary question. At the moment I am drawing lots of faces separately by setting a location uniform separately for each one of them. This is very slow. As I understand it, the ...
8
votes
2answers
4k views

GLSL Shader Editors for Linux

Are there any good IDE's for linux that lets us edit GLSL shaders and visualize their effect? Note : Shader Designer By Typhoon Labs is a good option but I am looking for alternatives as this ...
11
votes
2answers
11k views

How can I create an efficient bloom shader with GLSL?

I have searched the net for resources related to rendering a bloom effect using GLSL, but haven't found anything. Although the tutorial at Philip Rideout's website is a good one, it performs very ...
4
votes
1answer
789 views

Why are my texture coordinates always (0,0) in this shader?

What I'm trying to do is add my depth buffers values to my scene, ie. I'm trying to make objects closer to the camera darker and objects further away lighter. Which should be easy: just render the ...
1
vote
1answer
167 views

How does one multiply by a constant in a VS1.1 assembly vertex shader?

I'd like to multiply a vector by -1 e.g. mul r0, r0, -1 When I try this, I get this error message: SimpleShaderA.vsh(20,17): error X2000: syntax error : unexpected integer '1l' How can ...
9
votes
1answer
10k views

DirectX11, how do I manage and update multiple shader constant buffers?

Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
6
votes
3answers
7k views

What happened to .fx files in D3D11?

It seems they completely ruined .fx file loading / parsing in D3D11. In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods ...
3
votes
2answers
791 views

WebGL geometry calculations

I have a dynamic surface in WebGL, that is animated in vertex shader. I want other objects to interact with this surface (for example, an object riding on dynamic terrain). What's the best way to do ...
16
votes
1answer
970 views

What is the math behind the light effect in krakatoa?

I'd like to know the math behind the light effect in krakatoa (click here for an example). Light source is traveling with particles, but how is shading done? Is it something simple, like Phong ...
2
votes
1answer
1k views

Does OGRE do hardware skinning by default?

I am trying to understand how OGRE works at a lower level, and from what I have read so far, I believe OGRE generates shaders from material scripts using its RTShader system, on the loading of each ...
6
votes
2answers
3k views

Using a GLSL fragment shader to draw a texture in the middle of a quad

I'm not sure how possible this is, but I'm trying to use a fragment shader to draw a portion of a texture in the middle of a quad. This is all 2D. The quads consist of four vertices from (0, 0) to (...
24
votes
3answers
11k views

For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?

Given a fairly static voxel array, what is more efficient: using the CPU to pre-generate a VBO to render the voxel faces (ignoring more advanced forms of rendering like marching cubes for now) or ...
3
votes
4answers
2k views

Multiplatform GLSL shader validator?

Im working on a multiplatform (Pc,Mac,Linux) game that uses shaders quite extensively. Since we do not have any funding, it is pretty hard to test our game on all possible hardware configurations. ...
0
votes
1answer
1k views

How to not-unroll loops in Shader Model 3 HLSL

I'm working on raycaster in HLSL, unfortunately it have to be in DX9. But it cannot be compiled I did similar raycaster in DX11 and i know that there is always problem with FXC compiler that it tries ...
1
vote
1answer
1k views

How do you make a water shader?

I'm working on a minecraft-like world and recently saw this video with a water shader. I searched but couldn't find any good info on how to do something similar. Maybe I'm just googling the wrong ...
5
votes
2answers
951 views

Which are the most futureproof languages for graphics (shader) programming? [closed]

I have written some GLSL and Cg shaders a couple years back. I am starting another graphics engine project and I want to choose my technologies carefully so that my code will be accessible years down ...
3
votes
1answer
920 views

How'd they do it: TF2 payload cart glow?

How did the creators of TF2 make the glow on the payload cart visible through walls? Is it possible to implement this in Unity's shaderlab?
39
votes
1answer
6k views

How can I reduce aliasing in my outline glow effect?

I'm trying to replicate the glowing outline effect in the Left 4 Dead game. The effect causes an objects outline to glow, even when the object is occluded. Here is a screenshot of the effect: I'm ...
5
votes
3answers
956 views

Can anyone recommend a 3D model viewer with shading? [closed]

I am looking for a simple real-time OpenGL based render engine to show a 3D model on screen. I prefer using 3DS Max's 'shader' materials (real-time materials) for editing. Do you know any good ...
11
votes
3answers
797 views

Is there an alternative to decals that will let me put bullet holes on a complicated object?

I'm trying to figure out a way to do "bullet holes" but actually apply the texture at the shader level? If I'm dealing with a model which doesn't have a "flat" face I'd like to be able to wrap the "...
1
vote
1answer
682 views

XNA - multiple VertexBuffers?

I'm trying to learn how to use VertexBuffers in XNA 4.0. I can render wireframe shapes and I can render textured shapes. However, I'm having some trouble rendering them both at once. I'm ...
1
vote
1answer
912 views

Multiple Render Targets not saving data

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
1
vote
1answer
890 views

How to properly set up XNA shader?

I'm trying to get a basic shader to work in XNA. I pass in a bool value called "TextureEnabled" to indicate whether or not it should expect some UV texture coordinates. But regardless of what I pass, ...
4
votes
0answers
1k views

Sampling from depth texture causes shader to stop working [closed]

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
4
votes
2answers
570 views

Phone complains that identical GLSL struct definition differs in vert/frag programs

When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 ...
2
votes
1answer
3k views

I cannot update a shader constant via a constant buffer in DirectX 11

I've tried everything I can think of, but I cannot get a constant buffer to update a variable in my shader in DirectX 11. I followed the examples on msdn. I read and re-read the articles on constant ...
3
votes
2answers
1k views

implementing multi pass rendering in a game engine

I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
9
votes
1answer
442 views

How can I incorporate physics into a procedurally generated world from a geometry shader?

Essentially I want to remove the need for generating coherent noise from the CPU to the GPU. From there, I also want to generate the terrain for a three dimensional world using this noise as densities ...
6
votes
1answer
2k views

How to manage shaders?

I've done some shader programming some time ago but only simple stuff. I'm especially interested in how do you manage shaders? Do you just write one of each kind, or do you need more of them? If so, ...
6
votes
4answers
2k views

Spell Effects/Shaders

I want to be able to achieve spell effects that cause a fragmenting/discoloring effect on the sprite. The first couple seconds of this video http://www.youtube.com/watch?v=HNCFh7mkvuc shows what I ...
3
votes
2answers
8k views

Can't update DirectX11 shader constant buffer [closed]

Alright, I'm currently making the transition from DirectX 10 to DirectX 11 (with very little help from the MSDN documention) and recently ran into a snag with updating a shader's constant buffer. My ...