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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

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  • ...''', 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

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