OpenGL Tip of the Day

A collection of handy tips on using OpenGL

Saturday, December 29, 2007

Default Uniform Values

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In GLSL 1.10 all uniforms are assigned a default value of 0 when a program is successfully linked.  In GLSL 1.20 all uniforms, except for sa...
17 comments:
Thursday, December 27, 2007

Active Shader Uniforms and Vertex Attributes

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A uniform is only active if the GLSL compiler and/or linker determine that it is used in the shader, or cannot conclusively determine that i...
1 comment:
Tuesday, December 12, 2006

Rendering to multiple textures

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To render to multiple textures, you still use the glDrawBuffers function. However, you use the enums from GL_EXT_framebuffer_object . Exa...
1 comment:
Monday, December 11, 2006

Rendering to multiple buffers

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Rendering to multiple buffers, known as MRT to the Direct3D world, can be accomplished with the GL_ARB_draw_buffers extension. Using this e...
Sunday, December 10, 2006

Streaming texture updates

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It is possible to stream updates to a texture, often skipping a costly data copy, using the GL_ARB_pixel_buffer_object extension which was p...
80 comments:
Saturday, December 9, 2006

Setting vertex attribute locations

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While you can query the location of a generic vertex attribute in a GLSL shader by calling glGetAttribLocation(GLuint program, const GLchar ...
Thursday, December 7, 2006

Render to Texture

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OpenGL supports fast crossplatform offscreen rendering through the GL_EXT_framebuffer_object extension. To render to a texture using the fra...
149 comments:
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