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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
  • ...yle{{=}}"text-align: center;">[[Tutorial2: VAOs, VBOs, Vertex and Fragment Shaders (C / SDL)]]</div> <div style{{=}}"text-align: center;">[[Tutorial4: Using Indices and Geometry Shaders (C /SDL)]]</div>
    754 bytes (93 words) - 12:25, 13 April 2014
  • * [[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
  • 2 members (0 subcategories, 0 files) - 05:49, 28 July 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
  • This article needs information on Geometry Shaders with Layered rendering. That is, rendering to layered image types. [[User:A
    328 bytes (39 words) - 18:39, 30 June 2019
  • ...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

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