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

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1answer
230 views

Graphic hardware texture formats shaders relational speed

I'm interested to know, is there a direct correlation to the speed that a shader will run based on the bit depth of a texture upon which it is running. For example: If I have a 2 bit stencil texture ...
2
votes
1answer
233 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 ...
2
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2answers
1k 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. ...
2
votes
2answers
129 views

Where should shaders and lights be in a component-based entity system?

Where should I put the shader and the light / shadow calculation? Should that be a component too? And should the rendering system know how to handle them or should there be a separate light system? ...
2
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1answer
88 views

How do we apply different textures to different faces generated via geometry shader?

I am trying to render a cube by starting of with one vertex into the shader, then geometry shader to expand into a cube, and then apply a different texture to each side. The part I am facing the issue ...
2
votes
2answers
121 views

Replacing 4 additive sprite layers with a single shader. Just can't get it right

I'm using directx9 and have 4 textures I want to draw on top of each other. if I do this: PDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA); ...
2
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1answer
89 views

Shader Variable Types

I have a simple question. what are the meaning of : half4 myHalf; myHalf.yyyy; myHalf.xxzz; // or myHalf.yw Thanks a lot !
2
votes
2answers
226 views

3D Distortion Effect

I'm trying to make a distortion effect similar to this: However I'm not making a 2d screen space effect. I'm applying it to a 3d scene and I want it to be placed IN the world, so it can be blocked ...
2
votes
1answer
97 views

What is a Fragment Pipe?

I remember someone saying "24 fragment pipes on nVidia 7800" in a presentation. Am I correct in saying that a fragment is the data that can generate a pixel in the frame buffer? Or are fragments the ...
2
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1answer
513 views

shader coding: calculate screen coordinates of fragment

Good morning, I'm new to shader coding and trying to implement some visual effects code in shaders using billboards. (Yes, I couldn't have picked anything harder to start with, but I'm lucky that way) ...
2
votes
1answer
437 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
2answers
807 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 ...
2
votes
2answers
818 views

vertex/pixel shaders and “materials”

What relationship is there, if any, of "materials" and vertex/pixel shaders (or the "effects" that combine the latter two)? I have the impression that before the advent of HLSL, materials were ...
2
votes
1answer
257 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
2
votes
1answer
169 views

Hemispherical Projection

I'm trying to implement a radiosity processor. I'm aware of many places online to find information about radiosity. I found a great source on NVidia's website is GPU Gems - Chapter 39 . On this page ...
2
votes
1answer
350 views

Writing to a structured buffer with a compute shader (D3D11)

I have some problems writing to a structured buffer. First I create a structured buffer that is filled with float values beginning from 0 to 99. Afterwards a copy the structured buffer to a CPU ...
2
votes
1answer
89 views

Why is it when I render a basic cube, my editor's grid changes too?

I have one HLSL file for DirectX11 that only has input layout for color and position. Then another HLSL file for the simple cube that has position, normal and textures. What I noticed is when I render ...
2
votes
1answer
423 views

Simple Optimized Blur Shader

I have a vertex-fragment shader that use the Unity3D GrabPass functionality (it grabs the screen). And I apply my GrabPass to have a transparent effect. GrabPass { "_GrabTex" } sampler2D ...
2
votes
1answer
158 views

How can I render the whole faces instead of only the vertices? [closed]

I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
2
votes
1answer
981 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? ...
2
votes
1answer
238 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 ...
2
votes
1answer
169 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 ...
2
votes
1answer
275 views

Efficient manager/controller for uniform and/or attribute variables in a rendering engine

Most engines on the market have their drawbacks and it's difficult to find a simple/light-weight one that's open-source and doesn't have to put you through a rather complex learning process. Writing ...
2
votes
1answer
2k views

How to get the texture coordinate of a neighbouring pixel for a blur shader?

I'm still having some trouble to get my head around fragment shaders and doing some image processing on textures. The context is a 2D sprite: a simple texture painted on a quad. All done with OpenGL ...
2
votes
3answers
2k views

Decompile an FX shader

Is it possible to decompile a .xnb file? I've lost my shader code, but only have my .xnb file left.
2
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1answer
2k 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 ...
2
votes
1answer
236 views

pixel shader and vertex shader problem in visual studio 2008

I have just installed XNA for VB2008 professional, now i try to run my first game development and i get this error, any way around this, am using windows xp sp3 my system configuration Host Name: ...
2
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2answers
3k views

How do I create a sky box with OpenGL ES 2.0?

Can you give me hint to any good sky box example in OpenGL ES 2.0? I have found only OpenGL and does not work for me. I am doing it this way: Initialization: glUseProgram(m_programSkyBox.Program); ...
2
votes
1answer
251 views

Bluring behind something then drawing text?

I want to basically make a blur shader in glsl and use it like Windows 7 does for Windows. I want to for example draw something and then blur a rectangle, then draw text over it. If someone could ...
2
votes
1answer
40 views

Disable depth testing for only some faces

I have some meshes and I need to be able to draw some part of them without depth test. Is it possible to turn off depth testing from within shader, wo that some parts will be rendered no matter what ...
2
votes
1answer
78 views

Is it ok to mix shader types?

The title might not be precise. Let's say I have one material consisting of vertex and pixel shader, another one consisting of vertex, geometry and pixel shader, and yet another one consisting of ...
2
votes
1answer
223 views

How to outline a 3D object with a cartoon style stroke? [duplicate]

How could I draw (stroke) the outline of a 3D object in a cartoon style with GLKit? I'm referring to something like this: However we can start with a simple line around the object and then try to ...
2
votes
2answers
82 views

How can I calculate spotlight lighting in Vertex/Fragment shader in Unity?

I've written a vertex/fragment shader for my game. It uses 3 textures and represents a floating water on the wall (so I have 1 texture for water, 1 for geometry and the last one is mask) so it looks ...
2
votes
1answer
75 views

Light Space and Light Texture Space in shaders

I'm looking into material translucency and I'm working through some GPU Gems documentation (http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html). In Example 16-4 it references matrices for ...
2
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1answer
112 views

The math behind Variance Shadow Maps - moments

I am not asking how to implement them (that's not particularly difficult), but I'm having a bit of trouble understanding why the moments used in Chebyshev's inequality (indirectly) are equal to the ...
2
votes
2answers
272 views

How do I rotate a single object in HLSL?

I have a World with a 3D model of a head in it and that World rotates, like such: protected override void Update(GameTime gameTime) { //other stuff angle += 0.00005f; //more other stuff ...
2
votes
1answer
109 views

Manual GLU.gluUnproject

Before I used GLU.gluUnproject to calculate my picking ray in my OpenGL game. Recently I switched to my own calculated matrices, and now I can forget the gluUnproject. How can I calculate the picking ...
2
votes
1answer
213 views

Pixel Shader gradient problems

I have pretty much zero experience working with shaders as my first couple phone games were just 2d games that didn't use any sort of shaders. Now I'm working on a PC game that has a day and night ...
2
votes
1answer
149 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 ...
2
votes
1answer
7k 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 ...
2
votes
1answer
1k views

Blur shader without render textures?

Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
2
votes
1answer
349 views

assigning values to shader parameters in the XNA content pipeline

I have tried creating a simple content processor that assigns the custom effect I created to models instead of the default BasicEffect. [ContentProcessor(DisplayName = "Shadow Mapping Model")] public ...
2
votes
2answers
894 views

My hlsl shader cannot unroll a loop?

I have this shader: texture tex; sampler2D s = sampler_state { texture = <tex>; }; int tWidth = 1; int tHeight = 1; int blurLength = 3; float4 ps_main(VS_OUTPUT ...
2
votes
1answer
1k views

Drawing simple geometric figures with DrawUserPrimitives?

I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA ...
2
votes
1answer
340 views

How do you create a cbuffer or global variable that is gpu modifiable?

I'm implementing tonemapping in a pixel shader, for hdr lighting. The vertex shader outputs vertices with colors. I need to find the max color and save it in a global. However when I try and write ...
2
votes
1answer
940 views

GLSL compile error when accessing an array with compile-time constant index

I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays ...
2
votes
1answer
279 views

Geometry shader questions?

I had some questions on geometry shaders. Do directx geometry shaders offer anything over the opengl ones? What advantages does the official geometry shader implementation on opengl 3.2 have over ...
2
votes
2answers
1k views

Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine ...
2
votes
1answer
292 views

Implementing IVertexType Interface

In XNA, I have created a new VertexType, called it VertexPositionTextureLight which inherts the IVertexType Interface, but apparently I need to implement the member of VertexDeclartion which I cleary ...
2
votes
1answer
651 views

2D Point Light XNA , Why my point light radius is Oval?

I friend of mine , taught me how to make a simple 2d point light with shader, so i follow his steps and finally done it ! but something happend , the light shape is like an oval and not like a ...