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7

You already know what you have to do, I'll just summarize it. There are three ways to solve your problem: Go ahead and make a conditional like you're saying, either by sampling the texture or by creating a separate uniform for this purpose. As you probably know, adding branching on a shader is almost never a good idea, and much less so in the fragment ...


4

This is a pretty late reply, but some new options have shown up recently to address this. Khronos released a reference compiler called glslangValidator that can perform syntax validation (and more) on GLSL shader files. If there are any issues with your shader, it will print them out with line number information. You can set up a custom pre build step or ...


2

This is an old question, so I'm guessing that tom37 may have moved on by now, but I think I have an answer for anyone else with the same problem. For reference, here is a view of a surface grid using a perspective camera. Now let's say that we want to render a portion of this current view, but to the entire screen. Let's render the top-left quarter of ...


2

so, to rework from comments: this is Z-fighting. The math is very well explained here: http://chaosinmotion.com/blog/?p=555, and the ways to solve it here: https://www.opengl.org/wiki/Depth_Buffer_Precision, but the gist is that Z-buffer is discrete, non-linear, and depends on the ratio of farplane/nearplane. discrete: the distance between near and far ...


1

Can't speak to the exact implementation details (and if I could it would be off-topic), but here's some obvious ingredients to put together: The camera is using an orthographic projection. You can tell this because a vertical wall is exactly vertical on-screen no matter where it is — if the camera were perspective then they would be "leaning outward" from ...


1

A quote from the document you pasted: 15.070 If I draw a translucent primitive and draw another primitive behind it, I expect the second primitive to show through the first, but it's not there? Is depth buffering enabled? If you're drawing a polygon that's behind another polygon, and depth test is enabled, then the new polygon will typically ...



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