vertex-shader

How many times is the vertex shader called with metal?

泄露秘密 提交于 2019-12-23 10:39:12
问题 I've been learning some basic metal rendering, and I am stuck with some basic concepts: I know we can send vertex data to a shader using: renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0) And then we can retrieve it in the shader with: vertex float4 basic_vertex(const device VertexIn* vertexIn [[ buffer(0) ]], unsigned int vid [[ vertex_id ]]) As I understand it, the vertex function will be called once per each vertex, and vertex_id will update on each call to contain the

How many times is the vertex shader called with metal?

跟風遠走 提交于 2019-12-23 10:38:20
问题 I've been learning some basic metal rendering, and I am stuck with some basic concepts: I know we can send vertex data to a shader using: renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0) And then we can retrieve it in the shader with: vertex float4 basic_vertex(const device VertexIn* vertexIn [[ buffer(0) ]], unsigned int vid [[ vertex_id ]]) As I understand it, the vertex function will be called once per each vertex, and vertex_id will update on each call to contain the

Threejs: PointCloudMaterial size compared to ShaderMaterial gl_PointSize with size attenuation

与世无争的帅哥 提交于 2019-12-23 01:11:36
问题 I am curious to know what the relationship is between gl_PointSize and the size property within PointCloudMaterial . When I create a PointCloud with PointCloudMaterial and set the size property to 1 , the size of the particles are far larger than when creating a PointCloud with a ShaderMaterial and setting the size parameter for the vertex shader to 1 . I also account for size attenuation like in the PointCloudMaterial shader: <script type="x-shader/x-vertex" id="particle_vs"> uniform float

drawing line using vertex shader & fragment shader in spritkit in swift

夙愿已清 提交于 2019-12-23 01:07:08
问题 I need to draw a line between two spritnodes while hand is pointing from one node to another with rendering or animation. The line drawing is working for me as I follow this link Bobjt's answer, Animate Path Drawing in SpriteKit . I have used concept of fragment shader and vertex shader here.. I have added animatestroke.fsh file and apply the following code .. But the handplayer animation and line drawing speed is mismatching some times. my line rendering i have given increment by

OpenGLES 2.0: gl_VertexID equivalent?

て烟熏妆下的殇ゞ 提交于 2019-12-22 05:10:13
问题 I'm trying to create a grid of points by calculating vertex positions dynamically, based on their index in the array of vertices sent to the shader. Is there an equivalent of the gl_VertexID variable that I can call from within my shader? Or another way of accessing their position in the array without having to send more data to the GPU? Thank, Josh. Here's my vertex shader: attribute vec4 vertexPosition; uniform mat4 modelViewProjectionMatrix; vec4 temp; uniform float width; void main() {

OpenGLES 2.0: gl_VertexID equivalent?

前提是你 提交于 2019-12-22 05:10:07
问题 I'm trying to create a grid of points by calculating vertex positions dynamically, based on their index in the array of vertices sent to the shader. Is there an equivalent of the gl_VertexID variable that I can call from within my shader? Or another way of accessing their position in the array without having to send more data to the GPU? Thank, Josh. Here's my vertex shader: attribute vec4 vertexPosition; uniform mat4 modelViewProjectionMatrix; vec4 temp; uniform float width; void main() {

Are there DirectX guidelines for binding and unbinding resources between draw calls?

我怕爱的太早我们不能终老 提交于 2019-12-21 05:21:35
问题 All DirectX books and tutorials strongly recommend reducing resource allocations between draw calls to a minimum – yet I can’t find any guidelines that get more into details. Reviewing a lot of sample code found in the web, I have concluded that programmers have completely different coding principles regarding this subject. Some even set and unset VS/PS VS/PS ResourceViews RasterizerStage DepthStencilState PrimitiveTopology ... before and after every draw call (although the setup remains

Apply color gradient to material on mesh - three.js

和自甴很熟 提交于 2019-12-20 19:53:36
问题 I have an STL file loaded into my scene with a single colour applied to a phong material I'd like a way of applying two colours to this mesh's material with a gradient effect applied on the Z axis a like the example below.Gradient Vase]1 I have a feeling I may have to introduce shaders but I've not gotten this far with three.js. 回答1: Simple gradient shader, based on uvs: var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000); camera.position.set(13, 25, 38);

Apply color gradient to material on mesh - three.js

穿精又带淫゛_ 提交于 2019-12-20 19:52:41
问题 I have an STL file loaded into my scene with a single colour applied to a phong material I'd like a way of applying two colours to this mesh's material with a gradient effect applied on the Z axis a like the example below.Gradient Vase]1 I have a feeling I may have to introduce shaders but I've not gotten this far with three.js. 回答1: Simple gradient shader, based on uvs: var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000); camera.position.set(13, 25, 38);

Apply color gradient to material on mesh - three.js

穿精又带淫゛_ 提交于 2019-12-20 19:52:11
问题 I have an STL file loaded into my scene with a single colour applied to a phong material I'd like a way of applying two colours to this mesh's material with a gradient effect applied on the Z axis a like the example below.Gradient Vase]1 I have a feeling I may have to introduce shaders but I've not gotten this far with three.js. 回答1: Simple gradient shader, based on uvs: var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000); camera.position.set(13, 25, 38);