logo
down
shadow

GLSL array of struct members locations


GLSL array of struct members locations

By : Pororoca
Date : January 12 2021, 07:00 PM
it helps some times Your first example uniform struct MyStruct is a raw uniform whose member locations are arbitrary and must be queried:
code :


Share : facebook icon twitter icon
GLSL - Uniform locations in GLSL 1.2 and depth testing in shaders

GLSL - Uniform locations in GLSL 1.2 and depth testing in shaders


By : jisun
Date : March 29 2020, 07:55 AM
This might help you On OpenGL 3.3+ you have VAOs, when you use them, you do bind VBOs to it and you can define attributes in a custom order : http://www.opengl.org/sdk/docs/man3/xhtml/glEnableVertexAttribArray.xml (remember that attributes must be contiguous)
A nice/easy implementation of this can be found on XNA : VertexDeclaration, you might want to see all the Vertex* types as well.
GLSL struct uniform locations return -1

GLSL struct uniform locations return -1


By : Dušan Koutník
Date : March 29 2020, 07:55 AM
To fix the issue you can do Uniforms that are not used in your shader code will often be optimized out. These uniforms are not considered "active" and therefore have a location of -1.
How to define different qualifiers for the different struct members in GLSL?

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.
POD struct (members of same type): are members in contiguous memory locations?

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]; };
Initializing or assigning struct members of variable array directly, with reference to named struct members, in C?

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,
    }
};
Related Posts Related Posts :
  • Will GLSL compiler remove unnecessary variable initialization?
  • Same program, target both Open GL and Open GL ES 2.0
  • How to tile part of texture in fragment shader
  • Do I need output gamma correction in a fragment shader?
  • gl_SubgroupInvocationID numeration in multi-dimensional work-groups
  • OpenGL overlapping ugly rendering
  • order independent transparency - memory barrier
  • How do I prevent jagged edges alongside the surfaces of my 3d model?
  • What is the PIXELFORMATDESCRIPTOR parameter in SetPixelFormat() used for?
  • Dot product in LookAt Matrix implementation
  • How to diagnose in Qt why "unable to open file"
  • Why OpenGL use float to define the level of anisotropic filtering?
  • Is it safe to unbind a buffer that is mapped from glBufferStorage after mapping with GL_MAP_PERSISTENT_BIT, and then wri
  • When applying glScalef() to a polygon, it changes its position, how to get rid of it?
  • OpenCL OpenGL interop and Element buffer
  • OpenGL: How to draw multiple line strips in one call?
  • getting a crash while using glReadPixels to map texture in memory
  • Is there a list of OpenGL extension support?
  • Why the quads do not render?
  • glVertexAttribPointer raising impossible GL_INVALID_OPERATION?
  • Can I redraw only part of a scene in OpenGL?
  • glow around composited framebuffers
  • QGLWidget not Updating (Pyqt5 and OpenGL)
  • Perspective division explanation?
  • Use default framebuffer depth buffer in a fbo
  • Is it possible to make a free camera in OpenGL?
  • any Idea howto flip a Mesh to generate an Object?
  • glMultiDrawElements and glDrawElements equivalences
  • glMultiDrawArraysIndirect and trying to find which draw call it is
  • Does glRotatef rotate the normal directions as well?
  • legacy opengl - rendering cube map layout, understanding glTexCoord3f parameters
  • Prune Primitives using Geometry Shaders in OpenGL
  • Question About The Wavefront .obj Format Design
  • Why do we need texture filtering in OpenGL?
  • GLSL fragment shader - draw simple thick curve
  • How to map clicked point on surface of a sphere in OpenGL?
  • OpenGL capture 6 cube face images
  • Is OpenGL's execution model synchronous, within a single context?
  • Why would copying a value from vertex shader input to vertex shader (flat) output result in a different value?
  • shadow
    Privacy Policy - Terms - Contact Us © festivalmusicasacra.org