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You have some fundamental misunderstandings. What I'm saying is, somebody somehow made a way to communicate with a device driver to get acceleration and faster graphics, 3-D functions, etc. This is incorrect; it is the driver that provides access to the acceleration hardware (the GPU). It isn't OpenGL or D3D itself, which are simply API ...


The source post says it all. http://www.ogre3d.org/forums/viewtopic.php?f=5&t=41811 Blending in fake HDR is tough, because the frame buffer blend cannot cater for the exponent you're storing in the alpha channel Fake HDR, exponent, alpha channel. It only matters for a specific HDR format where, as mentioned above, .. "Fake" HDR, where the ...


I found the solution, I had to change this line: glm::mat4 MVP = Model * ViewProj; To this line glm::mat4 MVP = ViewProj * Model; I made some research and it seems that in DirectX its the other way around.


There is actually an NVidia extension to their cards that adds methods to the OpenGL API to deal directly with Path Rendering, AKA vector graphics: NV Path Rendering. I don't know how usable that driver is or if it is still being shipped with the newest cards. The OpenGL extension is dated of 2011. Another option that provides hardware support is OpenVG, ...


The problem is your World matrix multiplication order. What you do is W = T * R * S; where W is the world transform, T is translation, R is rotation, and S is scaling. You should instead use: W = S * R * T. THis is because matrix multiplication is not commutative. Hope that helps.


Since I am working with SpriteKit on iOS the shader support in SpriteKit is still missing a few things to implement an animated color gradient shader in SpriteKit. However for those who come up to the same situation I have found a more performant way to make animated gradients with sprite kit. Instead of working with shaders I have created a simple image ...


Here's how I would do this. First, make sure you have the object's UVs or world coords (which you can pass through from your vertex shader) available to you. If it's just a background, you could also just use fragment coords (gl_FragCoord). For instance, let's say we're using UV coords. A fragment shader with only: gl_FragColor = vec4(vec3(uv.x),1.0); will ...

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