Skip to content
0
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
kertinker@mastodon.gamedev.placeundefined

KT

@kertinker@mastodon.gamedev.place
About
Posts
3
Topics
1
Shares
0
Groups
0
Followers
0
Following
0

View Original

Posts

Recent Best Controversial

  • Just learned that there is no way for a GLSL shader to send data to the CPU side program.
    kertinker@mastodon.gamedev.placeundefined kertinker@mastodon.gamedev.place

    @landelare Oh... sorry, I can't use storage buffer objects. GLEW_ARB_shader_storage_buffer_object is 0.

    Uncategorized

  • Just learned that there is no way for a GLSL shader to send data to the CPU side program.
    kertinker@mastodon.gamedev.placeundefined kertinker@mastodon.gamedev.place

    @landelare Oh, I hadn't learned about those. Thanks!

    Uncategorized

  • Just learned that there is no way for a GLSL shader to send data to the CPU side program.
    kertinker@mastodon.gamedev.placeundefined kertinker@mastodon.gamedev.place

    Just learned that there is no way for a GLSL shader to send data to the CPU side program. I think, at least. No way to emit debugging information at all, not even a puts.

    At least if I understand, "Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call thus their value is uniform among all invocations."

    Thought I could define a uniform, then set that to some debugging value in the shader.

    Uncategorized
  • 1 / 1
  • Login

  • Login or register to search.
  • First post
    Last post