c++ Programming Glossary: texcoord
Pointers on modern OpenGL shadow cubemapping? http://stackoverflow.com/questions/13999830/pointers-on-modern-opengl-shadow-cubemapping #version 150 in vec3 position in vec3 normal in vec2 texcoord uniform mat3 modelInverseTranspose uniform mat4 modelMatrix.. vec3 fragnormal out vec3 fragnormaldirection out vec2 fragtexcoord out vec4 fragposition out vec4 fragshadowcoord void main fragposition.. void main fragposition modelMatrix vec4 position 1.0 fragtexcoord texcoord fragnormaldirection normalize modelInverseTranspose..
object loader in opengl http://stackoverflow.com/questions/14887012/object-loader-in-opengl std using namespace glm struct Vertex vec3 position vec2 texcoord vec3 normal struct VertRef VertRef int v int vt int vn v v vt.. verts vector vec4 positions 1 vec4 0 0 0 0 vector vec3 texcoords 1 vec3 0 0 0 vector vec3 normals 1 vec3 0 0 0 string lineStr.. w texture if lineType vt float u 0 v 0 w 0 lineSS u v w texcoords.push_back vec3 u v w normal if lineType vn float i 0 j 0..
What are some best practices for OpenGL coding (esp. w.r.t. object orientation)? http://stackoverflow.com/questions/166356/what-are-some-best-practices-for-opengl-coding-esp-w-r-t-object-orientation float3 normal a float3 position float3 normal float2 texcoord and so on and so on . So to define a piece of geometry you need..
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 in working demo. After all I exported arrays with position texcoord normal tangent data into a .txt file and I saw what I exactly..
Problems converting YV12 to RGB through GLSL http://stackoverflow.com/questions/8977489/problems-converting-yv12-to-rgb-through-glsl chromaWidth void main vec2 t gl_TexCoord 0 .xy get texcoord from fixed function pipeline float CbY ImgHeight floor t.y 4.0..
Image scaling (KeepAspectRatioByExpanding) through OpenGL http://stackoverflow.com/questions/9011108/image-scaling-keepaspectratiobyexpanding-through-opengl chromaWidth void main vec2 t gl_TexCoord 0 .xy get texcoord from fixed function pipeline float CbY ImgHeight floor t.y 4.0..
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