shader

Alpha Blending with Integer Texture for Object Picking

时光怂恿深爱的人放手 提交于 2021-01-27 05:30:58
问题 Problem Description Hi! In our WebGL application, we are drawing many (even hundreds of thousands) shapes and we want to discover which shape is currently under the mouse. I'm looking for a way to do it in an efficient manner. Details The shapes are defined with Signed Distance Functions. Each shape is drawn by applying a predefined sdf fragment shader to a square polygon (2 triangles). Each shape is assigned with a unique ID ( uint ) on the Rust side (we're using WASM here). The idea is to

Alpha Blending with Integer Texture for Object Picking

北城以北 提交于 2021-01-27 05:30:34
问题 Problem Description Hi! In our WebGL application, we are drawing many (even hundreds of thousands) shapes and we want to discover which shape is currently under the mouse. I'm looking for a way to do it in an efficient manner. Details The shapes are defined with Signed Distance Functions. Each shape is drawn by applying a predefined sdf fragment shader to a square polygon (2 triangles). Each shape is assigned with a unique ID ( uint ) on the Rust side (we're using WASM here). The idea is to

Qt3D default uniform and attributes

a 夏天 提交于 2021-01-27 05:22:17
问题 I began to learn using shaders with QML, and I can't find any references that talk about default uniform and attribute values that are passed to the shaders. In certain examples, we can saw several of them like vertexPosition or modelViewProjection (that is also passed as mvp ), but there is no clear list containing all the variables that we can use. After investigating in Qt source code, I found out default name for many variables: uniform variables (found in renderview.cpp ) modelMatrix

Use different texture for specific triangles in VBO

拥有回忆 提交于 2021-01-27 05:06:20
问题 I have 9 quads made of triangles, like this: I'm using VBO to store data about them - their position and textures coordinates. My question is - is it possible to make the quad 5 to have a different texture than the rest of quads by using only one VBO and shader ? : Green color represents texture 1 and yellow - texture 2. So far I got: GLfloat vertices[] = { // Positions 0.0f, 0.0f, ... // Texture coordinates 0.0f, 0.0f, ... }; I'm creating VBO by using that vertices[] array, and then I'm

Use different texture for specific triangles in VBO

混江龙づ霸主 提交于 2021-01-27 05:04:45
问题 I have 9 quads made of triangles, like this: I'm using VBO to store data about them - their position and textures coordinates. My question is - is it possible to make the quad 5 to have a different texture than the rest of quads by using only one VBO and shader ? : Green color represents texture 1 and yellow - texture 2. So far I got: GLfloat vertices[] = { // Positions 0.0f, 0.0f, ... // Texture coordinates 0.0f, 0.0f, ... }; I'm creating VBO by using that vertices[] array, and then I'm

C++: Removing Moire effect from openGL

允我心安 提交于 2021-01-27 03:54:54
问题 I draw patterns which have detailed pixels and they often face with Moire effect. I am not good at shading and I am not sure if this problem will be solved by shaders. I have not found any basic, understandable and complete example of shaders. Most of the tutorial websites start a program from the middle omitting the header file includes! This is a MWE of my code. Is it possible to mitigate or remove the Moire effect from it? #include <cmath> #include <vector> #ifdef __APPLE__ #include <GLUT

C++: Removing Moire effect from openGL

烂漫一生 提交于 2021-01-27 03:54:50
问题 I draw patterns which have detailed pixels and they often face with Moire effect. I am not good at shading and I am not sure if this problem will be solved by shaders. I have not found any basic, understandable and complete example of shaders. Most of the tutorial websites start a program from the middle omitting the header file includes! This is a MWE of my code. Is it possible to mitigate or remove the Moire effect from it? #include <cmath> #include <vector> #ifdef __APPLE__ #include <GLUT

How to do a Gradient effect from topLeft to botttomRgiht in Flutter Shader?

℡╲_俬逩灬. 提交于 2021-01-03 08:21:45
问题 Hy everyone, I need to know, how do I can create so a Gradient colors from topLeft to bottomRight withhin a shader in flutter like in example 2 in this image? I tried with this mini shader code to do this, but it still doesn't working for me. final Shader linearGradient = LinearGradient( colors: <Color>[ Color(0xff002fff), Color(0xff00f4ff), ], ).createShader(Rect.fromCircle(center: Offset(200, 0), radius: 150)); Could anybody have a ideea, how can this be created? Or it's not impossible

OpenGL ignores Quads and makes them Triangles

假如想象 提交于 2020-12-21 02:47:51
问题 This is the second time I'm making a game engine, but I'm a little stuck right now, since I cannot figure out why this is happening, no matter what object I send, OpenGL only draws a White Triangle on the center of the screen, like this. I've even coppied my old code from my last engine on the Renderer and the Camera Objects, still acts the same, so I´m guessing it has something to do with the Render Script. Renderer: Renderer2D::Renderer2D(const Shader& shader) { this->shader = shader; this-

OpenGL ignores Quads and makes them Triangles

我与影子孤独终老i 提交于 2020-12-21 02:47:44
问题 This is the second time I'm making a game engine, but I'm a little stuck right now, since I cannot figure out why this is happening, no matter what object I send, OpenGL only draws a White Triangle on the center of the screen, like this. I've even coppied my old code from my last engine on the Renderer and the Camera Objects, still acts the same, so I´m guessing it has something to do with the Render Script. Renderer: Renderer2D::Renderer2D(const Shader& shader) { this->shader = shader; this-