iphone Programming Glossary: mediump
OpenGL ES 2.0 texture distortion on large geometry GL_REPEAT http://stackoverflow.com/questions/11370074/opengl-es-2-0-texture-distortion-on-large-geometry-gl-repeat work precision highp sampler2D highp float highp int in the fragment or the vertex shader didn't change anything lowp mediump did not work either I'm thinking this problem has to have been solved at one point Seeing that OpenGL ES 2.0 based games..
OpenGL ES 2.0 fragment shader to blur is slow and low quality http://stackoverflow.com/questions/4355525/opengl-es-2-0-fragment-shader-to-blur-is-slow-and-low-quality crap when blur amount is high. Any ideas on how to improve things Some sample output uniform sampler2D texture varying mediump vec2 fragTexCoord varying mediump vec3 eyespaceNormal varying highp float blurAmount void main void highp vec2 gaussFilter.. ideas on how to improve things Some sample output uniform sampler2D texture varying mediump vec2 fragTexCoord varying mediump vec3 eyespaceNormal varying highp float blurAmount void main void highp vec2 gaussFilter 7 gaussFilter 0 vec2 3.0 0.015625..
How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation? http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener is pegged at 99 indicating that I'm limited by fragment processing . It currently looks like the following precision mediump float varying mediump vec2 impostorSpaceCoordinate varying mediump float normalizedDepth varying mediump float adjustedSphereRadius.. that I'm limited by fragment processing . It currently looks like the following precision mediump float varying mediump vec2 impostorSpaceCoordinate varying mediump float normalizedDepth varying mediump float adjustedSphereRadius const vec3.. . It currently looks like the following precision mediump float varying mediump vec2 impostorSpaceCoordinate varying mediump float normalizedDepth varying mediump float adjustedSphereRadius const vec3 stepValues vec3 2.0 1.0 0.0 const float scaleDownFactor..
OpenGL ES 2.0 / MonoTouch: Texture is colorized red http://stackoverflow.com/questions/7986153/opengl-es-2-0-monotouch-texture-is-colorized-red solve the issue with the red texture. The vertex shader attribute vec3 position uniform mat4 modelViewMatrix varying mediump vec3 texture void main texture position.xyz gl_Position modelViewMatrix vec4 position.xyz 1.0 The fragment shader varying.. texture void main texture position.xyz gl_Position modelViewMatrix vec4 position.xyz 1.0 The fragment shader varying mediump vec3 texture uniform samplerCube cubeMap void main mediump vec3 cube vec3 textureCube cubeMap texture gl_FragColor vec4.. vec4 position.xyz 1.0 The fragment shader varying mediump vec3 texture uniform samplerCube cubeMap void main mediump vec3 cube vec3 textureCube cubeMap texture gl_FragColor vec4 cube.xyz 1.0 c# iphone ios opengl es monotouch share improve..
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