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mhagain

Member Since 06 Jun 2010
Offline Last Active Today, 05:52 PM

Posts I've Made

In Topic: Passing normal, tex coord of vertex from vertex shader to fragment shader

Today, 04:38 PM

OK, brutal honesty time.

 

I can't help you here.  OK, so I could just give you the code you need, but I don't think that's going to be in any way genuinely helpful.  You're over-reaching your current ability here, you're trying to be too ambitious.

 

The fact that you don't appear to know about glDrawArrays or glDrawElements is pretty fundamental here.  But yet you're trying to deal with cross-platform issues, you're trying to deal with porting and compatibility issues between OpenGL and GL ES, you're in at the deep end and you seem in over your head.

 

You don't need to be given code, you need some basic tutorial material, and you need to focus on a single platform while you're working through it so that you've minimal distractions from what you're learning.  One thing at a time.

 

Sorry, and best of luck.


In Topic: Passing normal, tex coord of vertex from vertex shader to fragment shader

Today, 12:49 PM

Last question: are you using glVertexPointer/glTexCoordPointer or glVertexAttribPointer calls?


In Topic: Passing normal, tex coord of vertex from vertex shader to fragment shader

Today, 12:11 PM

Which version of GLSL (and OpenGL) are you targetting?  The answer is different depending on the version.


In Topic: Trouble with uniform matrices

Today, 03:29 AM

The only real gotcha is to watch your glGetUniformLocation calls, making sure that they're returing valid locations and that you use these location in your subsequent glUniform calls.


In Topic: Direct3D 12 documentation is now public

Yesterday, 01:29 PM

How do you generate mipmap level in DX ? Is there a function to do that automatically ?

 

Neither D3D12 (presumably; a quick review of the documentation doesn't reveal it) nor Mantle (and be extension we may assume Vulkan) have automatic mipmap generation.  You'll have to do it yourself via code.  The rationale for this is given in e.g the Mantle spec:

 

 

Mantle is a fairly minimalistic API targeting the core hardware functionality necessary for writing applications. Mipmap generation can be easily implemented on top of Mantle with a utility library using pixel or compute shaders.


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