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2 votes
1 answer
345 views

LIBGDX ShaderProgram not passing uniforms

I'm trying to implement a Shader that turns any RGB values below 190 into black. LIBGDX code: ...
Rainma22's user avatar
3 votes
0 answers
345 views

Strange normal mapping artifacts - OpenGL / GLSL

I have been following a few tutorials to learn some graphics programming with OpenGL, and recently implemented Normal Mapping. It works well for the most part, especially for objects with normal-...
cstr_'s user avatar
  • 31
1 vote
0 answers
55 views

Trouble rendering shadowmap for planets

Im currently trying to create a game where you visit planets in LibGDX for Java. To do this I use a TiledMap which is basically just an array of tiles to represent the planets themselves. To get the ...
zebleckDAMM's user avatar
0 votes
1 answer
236 views

Simple LWJGL program renders nothing

When I run the following basic LWJGL program, all I get is a red screen due to glClearColor(1, 0, 0, 1). Nothing renders in the screen except the red background. I'...
Aritro Mukherjee's user avatar
0 votes
1 answer
532 views

Processing through multiple shaders (LWJGL/Java/OpenGL)

Very simple question: Is it possible to process a vbo through different shaders? If so, how? What I want is sth like this: ...
l'arbre's user avatar
  • 245
2 votes
3 answers
420 views

Generating 3D-like effect

I'm making a 2D sidescroller game and want to give the blocks a 3D like effect. This way it looks like the player is walking on 3D blocks while walking on a 2D plane (thus having only x,y coordinates)....
Ives's user avatar
  • 83
0 votes
0 answers
272 views

Slick2D shader crashes, but only after a while

I'm using Slick2D's ShaderProgram for shader-based drawing in my game. Some players report that after 3-10 minutes, the game inevitably crashes hard during what appears to be a setUniform4f operation ...
Zarkonnen's user avatar
  • 164
8 votes
3 answers
11k views

How do I send multiple matrices to a vertex shader?

I'm practising animations using bones/skinning. I am trying to send the shader one matrix per vertex. I can think of these two approaches. Method 1 I have one uniform handle for each bone matrix like ...
async's user avatar
  • 745
1 vote
1 answer
559 views

Why does my depth test fail on Nvidia cards?

I sent a test version of my in-development game to some friends, and they found out that the Depth Test in OpenGL does not work on Nvidia cards. I'm using LWJGL. I use my own matrices and send them ...
Basaa's user avatar
  • 1,053
4 votes
1 answer
5k views

Access vertex data stored in VBO in the shader

If I wanted to store extra data in a VBO for skinning (indices for indexing into an array of matrices of bones and floats for applying weights to those bones) How would I go about accessing that data ...
House's user avatar
  • 73.5k
12 votes
1 answer
9k views

How to invert background pixel's color

I'm writing a game and map editor using Java and jMonkeyEngine. In the map editor, I've got a brush done by wireframed sphere. My problem is: I want to make it visible everywhere, so I want to invert ...
m4tx's user avatar
  • 437