1
vote
1answer
63 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
2
votes
1answer
255 views

OpenGL 4D textures with bilinear interpolation

I want to use and interpolated 4D texture in OpenGL, i.e. a texture that is accessed with a texture coordinate vector (s, t, p, q) and interpolated linearly in every texture coordinate. The extension ...
1
vote
1answer
65 views

GLSL: Noise via texture

I am trying to access a texture in a fragment shader to overlay this texture over a certain area. varying vec4 v_color; varying vec2 v_texCoord0; uniform sampler2D u_sampler2D; uniform vec4 ...
3
votes
1answer
88 views

Applying a noise texture to distort edges

I asked this question over on StackOverflow but then found this site, and it's probably better suited to here. I'm trying to implement Sketchy Drawings. I'm at the part of the process which calls ...
2
votes
1answer
117 views

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about ...
0
votes
1answer
100 views

why is my OpenGL texture transparent?

I have a terrain in OpenGL, and two textures which I am combining using GLSL mix() function. Here are the textures I am using. Now I am able to combine and mix these two textures, but for some ...
1
vote
1answer
188 views

How to achieve anisotropic filtering

I am loading a texture and using glGenerateMipmap() on it to achieve some level of mipmaping. I get different result on nVidia gt 555m, and on Intel HD 3000. The texture rendered by nVidia is not ...
1
vote
1answer
346 views

How to compute tangent and bitangent vectors

I have a texture loaded in three.js, then passed to the shaders. In the vertex shader I compute the normal, and I save into a variable the uv vector. <script id="vertexShader" ...
1
vote
1answer
119 views

Telling my shader when to use which Texture

So I've just managed to get Texturing via GLSL shaders to work and i can pass a sampler2d textureHandler + my uv coordinates into my shader to specify the texture to be displayed on my Tiles. Now im ...
1
vote
0answers
82 views

Texture not visible on particles

This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader. I am following an example given in OpenGL 4.0 Cookbook ...
0
votes
1answer
118 views

Why do the ALPHA channel in TGA is not visible?

Good morning GDSE, I am loading a TGA using loadTGA function found in superbible 4th edition source code. Here is how the image looks in Gimp You can see I have enabled alpha channel in Gimp, I ...
0
votes
1answer
100 views

How can I animate a portion of the textures on a model?

I have a model to which I have attached multiple textures. Both textures are currently static, but if I want to move (or slide) the texture which is on the top (in UV space), is that possible? Maybe ...
1
vote
0answers
113 views

Bad texture on model with different GPU [closed]

I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a ...
3
votes
1answer
180 views

Texture prefetching in GLSL

I have a fragment shader which needs lots of semi-random access to 32x32 texture patch. Fortunately, the patch is constant for each poly, so there should be no issue storing the whole thing to the ...
1
vote
1answer
275 views

Multisampled Texture

i have some doubts with multisampled textures. In fragment shader, how to pass multiple samples? We use glTexImage2DMultisample instead of glTeximage2D. so, how to upload texture data? I want to ...
5
votes
1answer
174 views

Blend multiple regions from same texture atlas

I'm representing terrain in my game as a grid with at each node a composition, for example 100% rock, or 50% grass, 50% soil. I'd like to use this composition vector to blend textures together. I'm ...
1
vote
1answer
248 views

fragment shader with SNORM textures

I want to apply SNORM texture by using GL_TEXTURE_3D as a target, what will be the fragment shader for the same? Also, what should be the data type of texture data?
1
vote
1answer
307 views

how to use a mask texture?

A texture pack for a sponza model contains mask textures (black and white). I guess that I should read only a red channel from that texture, right ? I use deferred rendering and for shading ...
3
votes
1answer
672 views

GLSL custom interpolation filter

I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula ...
4
votes
3answers
169 views

How to read BC4 texture in GLSL?

I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment ...
5
votes
1answer
2k views

GLSL pack floats into an RGBA texture

I want to compose conventional triangle-based models and particles with a ray-traced scene at a reasonable frame-rate. webGL does not let you write the gl_FragDepth in the fragment shader. You ...
2
votes
2answers
2k views

Updating texture memory via shader?

What the title says.Is it possible to update a texture via a glsl shader ? Something like : //Read vec4 Pixel = texture2D(TextureID,gl_TexCoord[TextureIndex].st); //Write to texture memory ? vec4 ...
0
votes
1answer
953 views

Making a surface transparent from blackness of texture

I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...
1
vote
1answer
1k views

Why doesn't my texture display with this GLSL shader?

I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly ...
1
vote
3answers
985 views

iOS - pass UIImage to shader as texture

I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { ...
4
votes
1answer
604 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
3answers
1k views

Is it possible to batch draw sprites that use different textures without using an atlas?

I've implemented a sprite batch class that uses a sampler array so that I can select a texture to use based on the gl_PrimitiveID. The idea was to be able to draw sprites that use different textures ...