Jump to content
  • Advertisement

Search the Community

Showing results for tags 'WebGL' in content posted in Graphics and GPU Programming.

The search index is currently processing. Current results may not be complete.


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • GDNet+
  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 4 results

  1. Hi, I'm trying to solve a problem where I can get all colors from image. I see only one: walk through a loop at raster data and collect all bytes, I'm sure there is a better way to get colors from image. I'm thinking about some sort of collecting colors in result texture... Is it ordinary situation, could you help me, I didn find anithing on the internet... Thanks.
  2. Hi, I'm trying to optimize a webgl 1.0 app, and right know we have around 8-9 uniforms that are updated every frame (mostly floats and vec2's). We have a high cpu overhead due to drawcall count and I was wondering if it would be worth to pack all of those uniforms in a 3x3 matrix instead of setting all of them one by one.
  3. Hey! I want to port this shader: https://www.shadertoy.com/view/XtXyDN, to three.js. I’m new with fragment shaders but I’m using this topic as a semi-guide for how to port this type of frame buffer shader: https://discourse.threejs.org/t/basic-feedback-and-buffer-implementation-with-glsl-shaders/409 Sadly, there seem to be lots of variables that needs to be converted in ways that are unknown for me. And the resources for this type of porting is sparse to say the least. So i’m asking all the shader masters out there for some kind of guidance of how to port this code/variables to make the port successful. Or if someone have good information to direct me to! I would be very, very, very grateful if someone can help me with this, I could be even pay a bit for the port because its important to me to complete this asap. Thank you!
  4. Hey!This is WebGl!I have this fragment shader that I found on shadertoy.com, and now I'm going to implement it via three.js. My issue is that I would really want to be able to go control the "time" of the shader. So that I can let it "play" and then "reverse" the effect to get it back to the starting point. It will also be interactive so it's not a question of an animation.What would be the best way to do this? I'm new when it comes to fragment shaders.Here's the shadertoy effect:https://www.shadertoy.com/view/ldcGDXWould really appreciate an answer, thank you!
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!