I have two GL_RGBA32UI FBO textures, which I use to store current state of particle positions/velocities per texel. The first I fill with data like this only once: Per render loop the second one is written to via a shader while the first is used as texture and the second as target. I do that by drawing a quad of
Tag: glsl
Trying to implement model batching for opengl not sure why it’s not showing anything
I am trying to implement model and sprite batching for a game engine I am working on, trying to test it on GUI Renderer but can’t get any results, errors or anything drawing to the screen am I doing something wrong I will link the Github page for the full code but here is the code for MeshBatch class and
ERROR: 0:3: error(#279) Invalid layout qualifier ‘location’
i am trying to follow a tutorial and when i try to compile the vertex shader he made i get this output: I use GLSL 3.2.9232 and my code : Answer Input layout locations qualifiers (see Vertex shader attribute index) are introduced in in GLSL 3.30 and cannot be used in GLSL 1.50. Compare OpenGL Shading Language 3.30 Specification and
How to fix compatibility issues between GLSL version 1.5 and version 3.0 ES
I’ve recently come back to working on an old passion project of mine (I last worked on this 2 years ago for the last time) which uses GLSL shaders. The project uses a whole bunch of shader files like this: I get the following error when running the program using this file: I’m assuming that in the last 2 years