Tagged Questions
1
vote
1answer
83 views
Texture Shaders vs. Pixel/Fragment Shaders?
My question is a simple one.
Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...
2
votes
0answers
45 views
OpenGL ES Single Bitplane Texture (or something close)
I'm looking to use a texture to store single bits (or a low number of bits, two or three). This in of itself isn't hard if you're using nearest neighbor sampling with some bit plane unpacking. The ...
3
votes
1answer
94 views
Multiple Textures in Shader?
I have this (pseudo) code:
unsigned int TextureLoc = glGetUniformLocation(programID, "objectTexture");
for(int i = 0; i < object->texturesCount; i++)
{
glActivateTexture(GL_TEXTURE0);
...
1
vote
2answers
138 views
HLSL Multitexturing with more than 4 textures
I've come up with an idea that should work in multitexturing a terrain with more than 4 textures, up to a 64 if a supported ShaderModel is used.
I'm trying to use the RGBA color values as both values ...
0
votes
0answers
102 views
HLSL Triplanar texturing and multi texturing performance
I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
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. ...
1
vote
2answers
160 views
How to shade a texture two different colors?
To give an example of what I'm asking about, I'll use Saints Row 3 since I've been playing that lately. In that game you can customize your looks and your car's appearance a lot. Your coat can have ...
3
votes
0answers
192 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
1
vote
0answers
123 views
loading a heightmap as texture in shader
I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ).
I ...
0
votes
2answers
217 views
LWJGL - OpenGL - Texture shading
I want to use LWJGL to create a shader that all it does is change the color of the given texture. For example I tell it to draw the letter A using a sprite sheet then I can tell the shader to draw the ...
0
votes
0answers
2k views
GLSL Shader Texture Performance
I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't ...
1
vote
2answers
653 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 ...
2
votes
1answer
214 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 ...
3
votes
1answer
414 views
Spherical fractal noise generator in shader
I have a growing sphere in space, and I thought of having a procedural generated texture over it. Since it is growing, I thought a fractal would be a great choice, because more details would be ...
2
votes
2answers
538 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 ...
3
votes
1answer
1k 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
1answer
464 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
608 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 ...
2
votes
1answer
2k views
OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption
I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
0
votes
1answer
725 views
OpenGL - resize texture when using cubemap
I want to resize my texture. I am using cubemap to compute reflection. I want to use this cubemap to draw skybox. Skybox is drawn but I want to resize texture down, because it is dilated. As I wrote ...
2
votes
2answers
2k 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
466 views
Doubt about texture waves in CG Ocean Shader
I'm new on graphical programming, and I'm having some trouble understanding the Ocean Shader described on "Effective Water Simulation from Physical Models" from GPU Gems. The source code associated to ...
8
votes
3answers
849 views
Very slow direct3D texture sampling
So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures ...
13
votes
7answers
7k views
What are some cool examples of procedural pixel shader effects? [closed]
What are some good examples of procedural or screen-space pixel shader effects? No code is necessary; I'm just looking for inspiration.
In particular, I'm looking for effects that are not dependent ...