New answers tagged


For people who come here from Google (like me), the shader version is: fract ( this will loop coordinates in range 0.0 - 1.0


You would have to render your scene into a cube map, then render a quad. The texture coordinates would then translate directly to longitude/latitude you can use to calculate the vector to use for sampling the cube map. For equirectangular projection: lon = u*2*pi lat = (v*2-1)*2*pi x = cos(lon)*cos(lat) y = sin(lon)*cos(lat) z = sin(lat) Where u/v are ...


Ok, I've finally figured it out. After some digging through the OpenGL 4.4 Core Specification, I found this paragraph regarding glGetProgramResourceiv : For the property MATRIX_STRIDE, a single integer identifying the stride between columns of a column-major matrix or rows of a row-major matrix is written to params. For active variables declared a single ...


No, but OpenGL might ;) The base Vulkan specification only supports SPIR-V. However, Vulkan does allow for vendor extensions. And NVIDIA is already on-record on this matter; they will be providing a Vulkan extension to be able to shove GLSL into their Vulkan implementation. That shouldn't be taken to mean everyone else will. However, let's not forget that ...

Top 50 recent answers are included