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GLSL 高级教程 – Primitive Assembly
The primitive assembly stage receives as input the processed vertices from the vertex shader, and the vertex connectivity information from the application as specified by in the glDraw* family of Open转载 2012-07-26 15:56:49 · 1473 阅读 · 0 评论 -
GLSL 高级教程 – Vertex Shader
A vertex shader operates on individual vertices, one vertex at a time. The shader has no knowledge of the other vertices that make up the graphical primitive, and has no clue of what type of primitive转载 2012-07-26 15:45:49 · 1752 阅读 · 0 评论 -
GLSL 初级教程 – Vertex Processor
The vertex processor is responsible for running the vertex shaders. The input for a vertex shader is the vertex data, namely its position, color, normals, etc, depending on what the OpenGL application转载 2012-07-26 15:05:52 · 747 阅读 · 0 评论 -
GLSL 初级教程 – Introduction
In this tutorial shader programming using GLSL 1.2 will be covered. Shaders are a hot topic and 3D games have shown that they can be put to good use to get remarkable effects. This tutorial aims at pr转载 2012-07-26 14:44:24 · 775 阅读 · 0 评论 -
GLSL 高级教程 – Rasterization and Interpolation
This section deals with two important concepts for understading graphic pipelines: rasterization and interpolation. These are fixed components of the graphics pipeline, i.e. they are not programmable.转载 2012-07-26 17:10:51 · 1018 阅读 · 0 评论 -
GLSL 高级教程 – Geometry Shader
The geometry shader is part of the specification since OpenGL 3.2.This stage is optional. When present, a geometry shader receives as input the primitives assembled in the previous stage. A geometry转载 2012-07-26 16:26:53 · 1369 阅读 · 0 评论 -
GLSL 高级教程 – Pipeline (OpenGL 3.2 – OpenGL 4.2)
Below is a simplified diagram of the pipeline for OpenGL from version 3.2 forwards. In the next sections each stage will be described. The numbers in parenthesis indicate which OpenGL version is requi转载 2012-07-26 15:28:02 · 677 阅读 · 0 评论 -
GLSL 高级教程 – Introduction
This will be the updated version of GLSL tutorial. Only the core version will be dealt in here. For compatibility features please go to the original GLSL 1.2 Tutorial.The tutorial is, and will be in转载 2012-07-26 15:23:59 · 680 阅读 · 0 评论 -
GLSL 初级教程 – Fragment Processor
The fragment processor is where the fragment shaders run. This unit is responsible for operations like:Computing colors, and texture coordinates per pixelTexture applicationFog computationComputin转载 2012-07-26 15:18:06 · 829 阅读 · 0 评论 -
GLSL 初级教程 – Pipeline Overview
The following figure is a (very) simplified diagram of the pipeline stages and the data that travels amongst them. Although extremely simplified it is enough to present some important concepts for sha转载 2012-07-26 15:02:12 · 752 阅读 · 0 评论 -
GLSL 高级教程 – Geometry Shader Examples
In this page a set of examples of simple geometry shaders will be provided, to illustrate some of the features mentioned in the previouspage.Example 1 – a pass-through shaderThis example assu转载 2012-07-26 16:44:35 · 933 阅读 · 0 评论 -
GLSL 高级教程 – Tessellation
Tessellation is a stage in the graphics pipeline that receives patches as inputs and generates new primitives which can be points, lines, or triangles.A patch is an array of vertices whose attribute转载 2012-07-26 16:07:08 · 909 阅读 · 0 评论 -
GLSL 高级教程 – Fragment Shader
A fragment shader processes…fragments. The fragments that were discovered in the rasterization process, and whose attributes were computed in the interpolation phase, are now fed, one by one, to the f转载 2012-07-26 17:36:50 · 2647 阅读 · 0 评论