All Questions
43 questions
1
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0
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42
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Procedural fractal Perlin flow noise for mobile
I'm trying to use the Fractal Perlin flow noise from Chaos Software (shared under the MIT licence)
...
0
votes
0
answers
26
views
handling obj file without normal [duplicate]
I am trying to build an obj file loader and I have written code to read an obj file with face f with v/vt/vn - vertex, texture coordinate, and normal.
While going through the obj file, there are so ...
2
votes
1
answer
3k
views
Any fast alternative to sine in GLSL?
Should I just use the built-in sin() function or my custom sine function?
I'm concerned about performance here. I don't care about accuracy much here because I use it to just get wave effects in my ...
0
votes
1
answer
277
views
OpenGL GLSL ES 3.10 - Referencing a uniform variable, causes the vertex shader to not draw anything
I have this project, that has a default shader, that just draws models and textures. Recently I decided to add a second shader that does a fancy effect, and is used only on some of the objects drawn.
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0
votes
1
answer
206
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Issues to display a texture loaded with libPNG with opengles 3.0
I'm trying to load a texture loaded with libPNG on a XY coordinates. I know the width and the height of the texture (32x32).
The texture is already loaded successfully and I have his Id.
Here is my ...
3
votes
3
answers
2k
views
What are "free vertex indices" in WebGL 2 and how do they relate to geometry shaders?
In January Notch tweeted about WebGL 2:
WebGL 2 is happening. Bye, compatibility! Hello, 3d textures and pixel buffers!
oh god it's got free vertex indices in the shader. That is basically a geometry ...
1
vote
2
answers
4k
views
Shader FloodFill Alogrithm
I'm new to openGL and shaders.
Is there a way to implement shader algorithms for floodfills?
Basically, I have a picture with outlines and i want to fill the insides of where the user touches it
1
vote
2
answers
130
views
No perfomance gain on LIBGDX GLES with sampler2D[]
I'm trying to render 3 textures 400 times (first,second,third 400 times). I use vertex shader that takes attribute tex_id; - this is the id of texture to use. In fragment shader i have sampler2D ...
1
vote
1
answer
595
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Line stipple with OpenGL ES 2.0
I found many threads about line stipple (dashed or dotted lines) with OpenGL ES2.0, but there are never any code examples or tutorials on how to implement it.
How do I implement line stipple in ...
1
vote
1
answer
2k
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OpenGL ES 2.0 Without The Use of Shaders
While refreshing my mind on OpenGL ES, I decided to read a few of the books I brought a while back and search for some tutorials online.
Whilst doing so, I came across many beginner's tutorials that ...
1
vote
1
answer
223
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Fragment shader operations before vector transformations
I feel like I'm misunderstanding how to work with vector/fragment shaders. My vector shader is as follows:
...
0
votes
1
answer
250
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Libgdx OpenGL ES pixel shader behaves differently on android and on desktop
I'm currently working on a mobile game that ressembles a snake game ; what I wished to do was use my limited glsl knowledge to write a pixel shader that could efficiently draw a curve with a certain ...
3
votes
0
answers
294
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OpenGL ES 2.0 not drawing images with shadows
I'm using OpenGL ES 2 to program a simple game 2D for Android mobile phones. I'm coding the rendering portion of the software, using the GLES20 default library.
All my sprites are rendered from a ...
1
vote
2
answers
510
views
How to optimize this branching instruction?
I have an outline shader, which samples my texture 8 times to compute the outline.
The problem is, that there's transitional alpha values between picture and background. To cut them off I'm using the ...
2
votes
1
answer
454
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Libgdx - GLSL shader which uses mod doesn't seem to work properly on android
Through trial and error I've managed to come up with a scanline-ish shader I'm satisfied with. On my desktop testbed it looks like this:
Basically, every 2nd(vertical) pixel is darkened.
However, ...