GLSL - Uniform locations in GLSL 1.2 and depth testing in shaders
By : jisun
Date : March 29 2020, 07:55 AM
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GLSL struct uniform locations return -1
By : Dušan Koutník
Date : March 29 2020, 07:55 AM
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How to define different qualifiers for the different struct members in GLSL?
By : Calin
Date : March 29 2020, 07:55 AM
Hope that helps Reference for the GLSL ES. Programming a GPU through a shading language is not the same as programming a CPU with C, a GPU is not a CPU and GLSL is not C: some keywords and constructs are missing.
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POD struct (members of same type): are members in contiguous memory locations?
By : user3161791
Date : March 29 2020, 07:55 AM
Hope that helps Is it safe to assume that x, y, and z are in contiguous memory locations? code :
template <typename T>
struct Vector3d { T components[3]; };
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Initializing or assigning struct members of variable array directly, with reference to named struct members, in C?
By : user3549239
Date : March 29 2020, 07:55 AM
hope this fix your issue If you were to for example create an array of int you could initialize it like this: code :
int arr[3] = { 3, 4, 5 };
struct textureParams textures[texturesCount] = {
{
.textureFormat = textureFormat,
.textureAccess = textureAccess,
.srcrect = {.x = 0, .y = 0, .w = 50, .h = 50},
.dstrect = {.x = 0, .y = 500, .w = 50, .h = 50},
.r = 255,
.g = 0,
.b = 0,
.a = 0,
},
{
.textureFormat = textureFormat,
.textureAccess = textureAccess,
.srcrect = {.x = 0, .y = 0, .w = 20, .h = 20},
.dstrect = {.x = 10, .y = 100, .w = 20, .h = 20},
.r = 0,
.g = 255,
.b = 0,
.a = 0,
}
};
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