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dimebag dinkman posted:Could you explain what you mean by "sample the buffer" a bit more? Do you just mean rendering to a framebuffer object, as sex offendin Link suggested? If you're rendering to an FBO, then there's no sampling to be done (assuming you're using a texture as the appropriate color attachment), otherwise, use glReadPixels
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# ¿ Jan 13, 2009 00:51 |
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# ¿ May 2, 2024 21:40 |
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Dijkstracula posted:Hm, thanks for these; the specification documents are a lot more readable than I thought they'd be. http://www.devklog.net/2008/08/23/forward-compatible-opengl-3-entry-points/ http://www.cincomsmalltalk.com/userblogs/mls/blogView?showComments=true&printTitle=Forward_compatible_OpenGL_3.0_defines&entry=3398275422 There are no extensions listed, but it's a pretty good start, especially if you're new to OpenGL.
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# ¿ Jun 16, 2009 00:18 |
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haveblue posted:I'm really having trouble wrapping my head around duplicating the OpenGL lighting model in a shader in ES - Eyespace light vector = Inverse camera/eye matrix * light vector - Normal matrix - http://www.lighthouse3d.com/opengl/glsl/index.php?normalmatrix
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# ¿ Sep 24, 2009 00:20 |