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  • 29 bytes (3 words) - 19:51, 16 March 2010
  • ...websites that already discuss this well, and they are old, they don't use shaders, they don't use VBOs, they don't use FBOs, they use GL_ARB_depth_texture an
    4 KB (548 words) - 09:48, 3 January 2018
  • ...''', and the programs that are executed by that pipeline stage are called "Shaders". In OpenGL, shaders are written in the [[OpenGL Shading Language]]. Many OpenGL implementations
    386 bytes (54 words) - 03:40, 18 February 2013
  • This tutorial is designed to help explain how to use indices and geometry shaders in the OpenGL 3.2 core profile. ...make the same tetrahedron using indices. We will also make use of geometry shaders, which are now a standard part of the OpenGL 3.2 specification, to create a
    6 KB (969 words) - 22:43, 1 February 2021
  • ...rray Objects]](VAOs), [[Vertex Buffer Objects]](VBOs), Vertex and Fragment Shaders. This tutorial has the same requirements to run and compile as tutorial1. ...using shaders. Our tutorial will make use of VAOs and VBOs to provide our shaders with data.
    15 KB (1,968 words) - 12:08, 31 October 2018
  • ...awRangeElements instead of the typical glDrawArrays or glDrawElements. The shaders are GL 3.3 specific although they can easily be ported to 3.2 or 3.1 or 3.0 As for the shaders, there are 4 files. Copy them to your computer. Name them Shader1.vert, Sha
    19 KB (2,374 words) - 14:19, 16 May 2012

Page text matches

  • ...''', and the programs that are executed by that pipeline stage are called "Shaders". In OpenGL, shaders are written in the [[OpenGL Shading Language]]. Many OpenGL implementations
    386 bytes (54 words) - 03:40, 18 February 2013
  • * [[Tutorial2: VAOs, VBOs, Vertex and Fragment Shaders (C / SDL)]] * [[Tutorial4: Using Indices and Geometry Shaders (C /SDL)]]
    887 bytes (113 words) - 16:47, 7 April 2011
  • ...kes a [[Primitive]] as input and outputs zero or more primitives. Geometry Shaders are used to do setup work for [[Transform Feedback]] operations, as well as Though Geometry Shaders can be used to implement a form of tessellation, you are advised to avoid u
    638 bytes (99 words) - 14:59, 12 April 2015
  • Compute shaders are not invoked by rendering operations. They are instead started by [[Comp While compute shaders could in theory take the place of rendering, this is not a practical use fo
    724 bytes (111 words) - 02:55, 25 July 2018
  • [[Category:Shaders]]
    100 bytes (11 words) - 22:40, 27 December 2014
  • void '''glShaderBinary'''(GLsizei {{param|count}}, const GLuint *{{param|shaders}}, GLenum {{param|binaryFormat}}, const void *{{param|binary}}, GLsizei {{p : Specifies the number of shader object handles contained in {{param|shaders}}.
    3 KB (387 words) - 10:04, 15 August 2013
  • ...ring pipeline]] that handles the processing of individual vertices. Vertex shaders are fed [[Vertex Attribute]] data, as specified from a [[Vertex Specificati Vertex shaders typically perform transformations to post-projection space, for consumption
    773 bytes (111 words) - 20:38, 1 January 2015
  • ...m}}, GLsizei {{param|maxCount}}, GLsizei *{{param|count}}, GLuint *{{param|shaders}}); ; shaders
    2 KB (346 words) - 09:59, 15 August 2013
  • ...e of shader and program objects. Because SPIR-V is a binary format, SPIR-V shaders are loaded into shader objects via the use of the shader binary API: ...{{apifunc|glShaderBinary}}(GLsizei {{param|count}}, const GLuint *{{param|shaders}}, GLenum {{param|binaryFormat}}, const void *{{param|binary}}, GLsizei {{p
    4 KB (626 words) - 16:40, 3 December 2018
  • ...model]] that allows the user many different choices for how to build their shaders. The code for one or more shader stages is compiled and linked into a speci Shaders have a number of interfaces to external code. These represent settings that
    2 KB (249 words) - 15:10, 16 September 2017
  • {{concept portal box|[[Portal:OpenGL Shading Language|Shaders]]|Shaders}}
    885 bytes (103 words) - 04:55, 15 September 2017
  • // Read our shaders into the appropriate buffers // Either of them. Don't leak shaders.
    3 KB (394 words) - 11:11, 3 January 2018
  • // Read our shaders into the appropriate buffers // Either of them. Don't leak shaders.
    4 KB (425 words) - 11:14, 3 January 2018
  • ...ring. These are more than a scene graph; they handle all of the details of shaders, image and mesh management, and so forth. Most of them can use Direct3D or
    423 bytes (73 words) - 02:15, 13 March 2013
  • ...pplied by the application. The key to understanding shaders is that vertex shaders are fed by graphics primitives like triangles and lines with vertex attribu
    2 KB (241 words) - 09:36, 29 March 2006
  • ...xed-function hardware. Instead, fixed-function processes are emulated with shaders built by the system. ...nate. But the compatibility profile does not allow them to be used without shaders.
    3 KB (507 words) - 03:03, 10 April 2015
  • ...er object]] that stores a series of separable program objects that contain shaders. Though program objects do not follow the standard OpenGL object model, pro
    396 bytes (57 words) - 15:35, 12 April 2015
  • // Attach shaders as necessary.
    763 bytes (87 words) - 11:10, 3 January 2018
  • ...ity in Contexts|core contexts]] of 3.1 or greater, everything is done with shaders. ...different cases. Consider writing a tool that auto-generates some of your shaders.
    3 KB (489 words) - 11:32, 2 January 2018
  • == Using GLSL shaders == === Building shaders ===
    6 KB (861 words) - 22:31, 1 February 2021
  • ...rrier. For the purposes of this ordering, memory transactions performed by shaders are considered to be issued by the [[Rendering Command]] that triggered the ...sourced from buffer objects after the barrier will reflect data written by shaders prior to the barrier. The set of buffer objects affected by this bit is der
    11 KB (1,628 words) - 23:16, 23 March 2015
  • === Use in shaders ===
    3 KB (513 words) - 01:07, 20 October 2019
  • ...e done on the CPU. It is left up to you as an exercise to do the same with shaders.
    4 KB (528 words) - 09:46, 3 January 2018
  • ...that generates 0 or more primitives. This is unlike [[Vertex Shader|vertex shaders]], which are limited to a 1:1 input to output ratio. A GS can also perform
    2 KB (299 words) - 15:58, 31 December 2019
  • ...="top" width="50%" colspan="2" |{{Text Block|[[Geometry Shaders]]|Geometry Shaders.}}
    2 KB (287 words) - 20:48, 21 September 2017
  • ...instance, as defined when [[Geometry Shader Instancing|instancing geometry shaders]].
    837 bytes (122 words) - 14:06, 3 January 2018
  • ...ment shader programming. Though it now supports geometry and tessellation shaders as well. Note, that Cg has been [https://developer.nvidia.com/cg-toolkit di ...ering pipelines using vertex and pixel shaders (and more recently geometry shaders).
    7 KB (1,093 words) - 21:51, 1 February 2021
  • == Access in shaders == ...annot be used with fixed-function OpenGL's texturing systems. You must use shaders to access them.}}
    4 KB (688 words) - 17:55, 27 July 2019
  • One big difference is that GLSL shaders must start with a [[Core_Language_%28GLSL%29#Version|version declaration]],
    890 bytes (140 words) - 04:31, 25 July 2013
  • All inputs from vertex shaders to the TCS are aggregated into arrays, based on the size of the input patch ...utorial]: A simple OpenGL tutorial with source code for using Tessellation Shaders. Based on VC++ 2010.
    8 KB (1,241 words) - 04:20, 12 November 2022
  • This tutorial is designed to help explain how to use indices and geometry shaders in the OpenGL 3.2 core profile. ...make the same tetrahedron using indices. We will also make use of geometry shaders, which are now a standard part of the OpenGL 3.2 specification, to create a
    6 KB (969 words) - 22:43, 1 February 2021
  • Fragment shaders can use most of the [[Sampler (GLSL)|texture accessing functions]] with ful
    1 KB (155 words) - 15:36, 12 April 2015
  • {{pagelink|:Tessellation Control Shader|Tessellation Control Shaders}} provide the following built-in input variables:
    1 KB (158 words) - 07:05, 26 July 2013
  • ...hey are textures, their multiple samples can also be fetched from [[Shader|shaders]].
    1 KB (166 words) - 14:01, 28 December 2021
  • ...rogram Object]] or [[Program Pipeline Object]] which provides the [[Shader|shaders]] for the programmable pipeline stages. Vertex shaders perform basic processing of each individual vertex. Vertex shaders receive the attribute inputs from the vertex rendering and converts each in
    13 KB (1,996 words) - 15:04, 7 November 2022
  • ...a texture to an image unit for the purpose of reading and writing it from shaders. {{param|unit}} specifies the zero-based index of the image unit to which t {{param|access}} specifies the access types to be performed by shaders and may be set to {{enum|GL_READ_ONLY}}, {{enum|GL_WRITE_ONLY}}, or {{enum|
    6 KB (854 words) - 21:05, 25 July 2013
  • There was a lot of buzz when this appeared. It was a DX9 part. Very powerful shaders.<br> These seem to be the same as Radeon 9700 but with support for longer shaders.<br>
    3 KB (457 words) - 22:34, 1 February 2021
  • ...th executable code. This is done by [[Shader Compilation|compiling linking shaders into the program]], or by [[Program Binary|uploading binary, pre-compiled d ...erations]] with {{require|4.3|compute_shader}}) will be rendered using the shaders linked into that program, as well as whatever state is set into that progra
    10 KB (1,543 words) - 16:35, 6 May 2015
  • ...certain dimensionality. These images can be [[Sampler (GLSL)|sampled from shaders]] or access via [[Image Load Store|direct image load/store]]. The images th
    1 KB (177 words) - 15:02, 12 April 2015
  • ...h a shader stage executes is specified by the nature of that stage; vertex shaders execute once per input vertex, for example (though some executions can be s ...tion used to execute the compute operation. Most important of all, compute shaders have no user-defined inputs and no outputs at all. The built-in inputs only
    12 KB (1,978 words) - 15:20, 22 April 2019
  • ...awRangeElements instead of the typical glDrawArrays or glDrawElements. The shaders are GL 3.3 specific although they can easily be ported to 3.2 or 3.1 or 3.0 As for the shaders, there are 4 files. Copy them to your computer. Name them Shader1.vert, Sha
    19 KB (2,374 words) - 14:19, 16 May 2012
  • ...xecution of any OpenGL functions in an application. It can extract images, shaders, and so forth. It also automatically logs all OpenGL function calls. Works
    1 KB (201 words) - 04:47, 18 May 2013
  • ...hould only expect to be able to use atomic counters in fragment or compute shaders. ...requirements for GL 4.3 are 0 for every stage except fragment and compute shaders, where up to 8 atomic counters are required to be supported. There is also
    6 KB (925 words) - 17:28, 29 September 2021
  • Let's assume that we'll be using shaders. If you haven't learned shaders yet, now is the time.<br>
    4 KB (512 words) - 15:46, 20 October 2015
  • ...ring pipeline]] that handles the processing of individual vertices. Vertex shaders are fed [[Vertex Attribute]] data, as specified from a [[Vertex Specificati Vertex shaders typically perform transformations to post-projection space, for consumption
    10 KB (1,557 words) - 11:03, 10 November 2017
  • ...ser-defined program designed to run on some stage of a graphics processor. Shaders provide the code for certain programmable stages of the [[Rendering Pipelin Shaders are written in the [[OpenGL Shading Language]]. The OpenGL rendering pipeli
    19 KB (2,928 words) - 15:06, 9 October 2019
  • ...]] are now the developers responsibility and can be fully programmed using shaders. ...SL functions have also been removed. Managing matrices and sending data to shaders is now the developers responsibility. See [[Related_toolkits_and_APIs#Math_
    10 KB (1,543 words) - 14:28, 11 May 2016
  • == Access in shaders ==
    6 KB (962 words) - 22:04, 31 August 2017
  • ...re also show the equivalent shader code in GLSL to encourage people to use shaders instead of the fixed pipeline.<br> Most people don't need to send much texcoords to their vertex shaders but they need to sample a lot of textures, that is why the numbers are alwa
    20 KB (2,790 words) - 10:26, 3 January 2018
  • * [[Shadow Mapping without shaders]]
    1 KB (179 words) - 15:25, 22 April 2019

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