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c++ Programming Glossary: vec4

GCC, stringification, and inline GLSL?

http://stackoverflow.com/questions/13872544/gcc-stringification-and-inline-glsl

120 n attribute vec2 position void main gl_Position vec4 position 0.0 1.0 This builds and runs fine using VS2010 but.. 120 n attribute vec2 position void main gl_Position vec4 position 0.0 1.0 ...and or line continuation const GLchar vert.. n attribute vec2 position void main gl_Position vec4 position 0.0 1.0 c opengl gcc macros glsl share improve..

object loader in opengl

http://stackoverflow.com/questions/14887012/object-loader-in-opengl

Vertex LoadOBJ istream in vector Vertex verts vector vec4 positions 1 vec4 0 0 0 0 vector vec3 texcoords 1 vec3 0 0 0.. istream in vector Vertex verts vector vec4 positions 1 vec4 0 0 0 0 vector vec3 texcoords 1 vec3 0 0 0 vector vec3 normals.. float x 0 y 0 z 0 w 1 lineSS x y z w positions.push_back vec4 x y z w texture if lineType vt float u 0 v 0 w 0 lineSS u..

Again - parallax mapping issue in OpenGL, GLSL. It's not as usual as it seem to be

http://stackoverflow.com/questions/4750707/again-parallax-mapping-issue-in-opengl-glsl-its-not-as-usual-as-it-seem-to

varying vec3 lightDir varying vec3 viewDir attribute vec4 tangent void main gl_Position gl_ModelViewProjectionMatrix gl_Vertex.. power nDotL 0.0 0.0 pow nDotH gl_FrontMaterial.shininess vec4 ambient gl_FrontLightProduct 0 .ambient atten vec4 diffuse gl_FrontLightProduct.. vec4 ambient gl_FrontLightProduct 0 .ambient atten vec4 diffuse gl_FrontLightProduct 0 .diffuse nDotL atten vec4 specular..

Getting garbage chars when reading GLSL files

http://stackoverflow.com/questions/7344640/getting-garbage-chars-when-reading-glsl-files

files.Like this one #version 330 layout location 0 in vec4 position layout location 1 in vec4 color smooth out vec4 theColor.. layout location 0 in vec4 position layout location 1 in vec4 color smooth out vec4 theColor void main gl_Position position.. vec4 position layout location 1 in vec4 color smooth out vec4 theColor void main gl_Position position theColor color ýýýý««««««««þîþîþîþ..

Segmentation fault at glGenVertexArrays( 1, &vao );

http://stackoverflow.com/questions/8302625/segmentation-fault-at-glgenvertexarrays-1-vao

3 NumTriangles const int TextureSize 64 typedef Angel vec4 point4 typedef Angel vec4 color4 Texture objects and storage.. int TextureSize 64 typedef Angel vec4 point4 typedef Angel vec4 color4 Texture objects and storage for texture image GLuint..

Modern OpenGL: VBO, GLM and Matrix Stacks

http://stackoverflow.com/questions/8951509/modern-opengl-vbo-glm-and-matrix-stacks

mat4 MVP in vec3 Vertex void main void gl_Position MVP vec4 Vertex 1.0 instead of ftransform QUESTION How we do hierarchical..

Problems converting YV12 to RGB through GLSL

http://stackoverflow.com/questions/8977489/problems-converting-yv12-to-rgb-through-glsl

y .21482 Cb .38059 Cr float b y 2.12798 Cb gl_FragColor vec4 r g b 1.0 int v glCreateShader GL_VERTEX_SHADER int f glCreateShader.. g y .21482 Cb .38059 Cr float b y 2.12798 Cb gl_FragColor vec4 r g b 1.0 By using this shader we can directly upload the raw..

Image scaling (KeepAspectRatioByExpanding) through OpenGL

http://stackoverflow.com/questions/9011108/image-scaling-keepaspectratiobyexpanding-through-opengl

g y .21482 Cb .38059 Cr float b y 2.12798 Cb gl_FragColor vec4 r g b 1.0 GLWidget GLWidget QWidget parent QGLWidget QGLFormat..