I want to get started doing some game development using Microsoft's XNA. Part of that is Shader development, but I have no idea how to get started. I know that nVidia's FX Composer is a great tool to develop shaders, but I did not find much useful and updated content on how to actually get started.
What tutorials would you recommend?...
I don't think this is possible just using the color setting in SpriteBatch, so I'm trying to work out a simple shader that would take every pixel and make it white, while respecting the alpha value of the pixel.
The answer Joel Martinez gave looks right, but how do I incorporate that when I draw the sprite with SpriteBatch?
...
OpenGL. Let's say I've drawn one image and then the second one using XOR. Now I've got black buffer with non-black pixels somewhere, I've read that I can use shaders to count black [ rgb(0,0,0) ] pixels ON GPU?
I've also read that it has to do something with OcclusionQuery.
http://oss.sgi.com/projects/ogl-sample/registry/ARB/occlusion_...
I'm considering integrating some D3D code I have with WPF via the new D3DImage as described
here:
My question is this: Do pixel shader's work on offscreen surfaces?
...
hi there,
i'm currently experimenting using PixelShaders introduced with .net 3.5 sp1 to improve image processing performance. everything is much faster , but til yet i just had effects applied to some elements in my wpf forms, that i actually want to avoid.
we have a bunch of image processing functionality and i'd like to replace some...
I just started Shader programming(GLSL) and created a few with RenderMonkey. Now I want to use this Shaders in my java code. Are there any simple examples of how I do that?
...
Hello there! When using GLSL vertex shaders, a way to let the shader work as a fixed-function pipeline is to call the:
ftransform();
function. Is there a similar function for HLSL's vertex shaders?
Thank you
...
I'd like to get a list of all the uniforms & attribs used by a shader program object. glGetAttribLocation() & glGetUniformLocation() can be used to map a string to a location, but what I would really like is the list of strings without having to parse the glsl code.
Thanks NeARAZ!
Note: In OpenGL 2.0 glGetObjectParameteriv() is replac...
There's a lot of literature on collision detection, and I've read at least a big enough portion of it to be fairly familiar with most techniques. However, there's something that has eluded me for a while, and I figured, since StackOverflow provides access to a large group of brilliant minds at once, I'd ask here first before digging arou...
I'm writing a shader in GLSL and I need to pass it a certain amount of information. The only practical way to pass this information is using a 1-D texture.
I'm creating the texture and setting GL_TEXTURE_MIN_FILTER and GL_TEXTURE_MAG_FILTER to GL_NEAREST
Now from the shader I need to access the texture so I'll be able to exactly index ea...
I have a project that uses glsl shaders.
This project is designed not to print anything to stdout unless something is going wrong or you explicitly turn on some extra debug output.
When a shader compile fails the log length given by glGetProgramInfoLog is >0, and sometimes when it succeeds its >0, and gives compile warnings instead. Wh...
I want to create a Line Art effect but as I got vertex shader is not supported by WPF now. Is there a way to create Line Art effect by Pixel Shader? Any idea?
Thanks.
...
What is Vertex and Pixel shaders?
What is the difference between them? Which one is the best?
Thanks!
...
Hi,
I am coding a 3d Application with DirectX 10 and I am wondering how the tackeling of the Shadermanagement is.
Is it most effective to preload all shaders there are on application start and then use them as needed or does this train the resources of the hardware if the number gets higher.
Also I wonder if it is a speed consideratio...
the following simple fragment shader code fails, leaving me with an uninformative message in the log (ERROR: 0:1: 'gl_Color' : syntax error syntax error):
void main()
{
vec4 myOutputColor(gl_Color);
gl_FragColor = myOutputColor;
}
while the following one works:
void main()
{
glFragColor = gl_Color;
}
This boggles my mind, as ...
I'm looking for a way to access OpenGL states from a shader. The GLSL Quick Reference Guide, an awesome resource, couldn't really help me out on this one.
In the example I'm working on I have the two following shaders:
Vertex:
void main()
{
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftra...
Is there a way to find out if a light is enabled in GLSL that doesn't involve passing attributes or creating a ton of different shaders?
What about using NVidia's C for Graphics (Cg)? Can I do it with Cg?
I am now convinced that you can't do it. But now I ask: why not?
...
I am using #defines, which I pass runtime to my shader sources based on program state, to optimize my huge shaders to be less complex. I would like to write the optimized shader to a file so that next time I run my program, I do not have to pass the #defines again, but I can straight compile the optimized shaders during program startup b...
Hi,
I've run out of the 8 possible constant registers in a wpf pixelshader effect.
I need access to temporary registers, which I believe are available 6 on a DX 8.1 level gfx cards.
Question is: How to create a temporary register dependency property in C# code?
Constant registers are created like this:
public static readonly Depende...
I was about to rebuild my library in Dev-C++, under Windows; however, the shader functionality I've added in the meantime is not supported, the compiler could not find the related functions (::glCreateShader(), ::glCreateProgram(), etc.)
Digging around the internet and the Dev-C++ folder, I've found that the OpenGL implementation (gl.h)...