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35
views
How to display a lot of line_strips efficiently with ModernGL
I need to display many (a lot) 3d trajectories with modernGL.
For now, I chain the trajectories and I create two arrays only (one for all the vertices and one for their colors) that I pass as params ...
-2
votes
1
answer
32
views
Applying texture continuously on the side of an object with shader
In threejs, i'm working on a showerbase project using shader. One of my material got visible mineral veins on it and I noticed when it wrap around the border, the veins are not aligned.
I made a ...
0
votes
0
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71
views
wrong transformes for model loaded with assimp in opengl
Im trying to apply the model's transforms by walking the node heirarchy, but the poses are wrong (im not trying to animate it, just load it in a pose by using the transforms given in the gtlf file)
...
1
vote
0
answers
146
views
Unable to render sprites in batches / instances using SDL3 GPU API and Odin. SSBO is not available to shader
I am new to graphics in general, so I am trying to learn from others.
After drawing a triangle, a quad and then a sprite on top, I have been trying to get a batch of them on screen using instancing.
...
2
votes
1
answer
178
views
Ursina Engine Shaders MacOS
I have freshly installed ursina in a virtual environment. I am trying to set up a basic scene with some lighting:
from ursina import *
class Pivot(Entity):
def update(self):
self....
3
votes
1
answer
162
views
Square not rendered in OpenGL
I'm trying to program a simple game in java using lwjgl and OpenGL but I'm not able to render a square to the window. Can someone help?
The render function in render class is called evert frame and ...
1
vote
1
answer
72
views
LibGDX Shader comes out stretched, if the Viewport world size is not square
First of all, I'm using this library for post-processing in LibGDX: https://github.com/manuelbua/libgdx-contribs
I added a new custom Effect to it by extending Filter and PostProcessorEffect.
It's a ...
1
vote
2
answers
145
views
GLSL shader not showing anything in scene in THREE.js - why?
I'm trying to make my own shader for a THREE.js project I'm working on, and I wanted to make a GLSL shader as part of it for one of the meshes in my scene. However, despite writing very basic code for ...
-1
votes
2
answers
137
views
Instead of a texture atlas, dump all images in one buffer
In a texture atlas the individual images are arranged geometrically. The texture atlas itself is an image that can be viewed in any image viewer.
I was wondering if it was possible, to simply dump all ...
1
vote
1
answer
48
views
Does GLSL spec permit cases when PS-input mismatched with VS-output?
On my NVIDIA GPU these 2 shaders work fine:
// VS
#version 450
layout(location = 0) in vec4 inPosition;
layout(location = 0) out struct {
vec2 dummy;
uvec4 variableInStruct;
} testStruct;
void ...
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2
votes
0
answers
77
views
How to use canvas.drawVertices with custom fragment shaders simultaneously in Flutter Canvas?
I have a requirement to draw a knitting needle effect image.
I implemented a rope texture shading effect using fragment shader code, but there are over 20,000 ropes. I'm using canvas.drawRect(),to ...
1
vote
0
answers
138
views
Why does this Slang code compile to a SPIR-V that skips 3 floats every 4 floats in matrices?
I am trying to learn the Slang shading language for use in a Vulkan framework and I was writing a very basic white only shader.
module white;
struct VertexIn {
float3 position : Position;
};
...
0
votes
0
answers
81
views
Flutter shaders: aurora points blending
I have an application that displays the northern lights on a map.
I receive a lot of points that need to be rendered (2000+ points).
Here’s what the final result should look like:
Since this puts a ...
1
vote
0
answers
156
views
Custom Raylib Shader Problem, Unable To See My Textures
I have written a custom shader for both vs and fs. The shader is supposed to draw two textures one in the front face of the cube and the other is in the back face of the cube. What I'm struggling with ...
3
votes
0
answers
139
views
SPIR-V extension suddenly needed to use discard, why?
While loading spir-v shaders in my application I suddenly started getting the following validation error:
[ERROR: Validation]
vkCreateShaderModule(): SPIR-V Capability DemoteToHelperInvocation was ...