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a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered
3
votes
How do I control which calculations are done on the CPU and which are done on the GPU?
david van brink answered your question in general.
But like he says, OpenGL driver could run stuff on the CPU, and it actually happens a lot. Especially with compatibility contexts, where some weird …
2
votes
How can I run a shader over the entire screen without interfering with other running programs?
if you are trying to make a screensaver for example, they most usually go with screen capturing one time, then create a fullscreen borderless window and draw over the picture they took. Some games whe …
2
votes
Why is the distance from object to eye irrelevant in illumination models?
That's a question solved by looking at physical units.
The irradiance (watt per square metre) on the whole object determines it's illumination, this unit varies with distance between object and light …
4
votes
Accepted
2D day night mapping
What you need is to retroproject the point on your map, from the inverse Mercator into 3d space, then place the sun as a directional light (not point like your image shows), and adjust the point for e …
2
votes
Optimizing performance of a heavy fragment shader
I wonder what might be a good way to efficiently poll 21 texels.
The answer is the efficient way is the way that is not polling 21 texels. Sorry to be obvious but mobile devices may not have the …
1
vote
Accepted
How can I make this shader background more efficient?
In most machines nowadays, and especially mobile devices, the bottlenecks are not these purely calculation-fed (ALU loaded) shaders, but memory bandwidth. … Memory bandwidth is used by framebuffers being fed to shaders as textures, or by the ROPs writing to the render target. Especially bad when render targets are multiple, or floating formats. …
3
votes
Accepted
Do shader compilers typically know not to look up unused texture channels?
Luckily, because shaders fetch usually only one pixel, transferring more is not lost in overhead, it is used to fill the texture unit cache. …