Talk:OpenGL pixel shader: Difference between revisions
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Does anyone see any major problems with this task proposal? --[[User:Rdm|Rdm]] 18:05, 25 October 2011 (UTC) |
Does anyone see any major problems with this task proposal? --[[User:Rdm|Rdm]] 18:05, 25 October 2011 (UTC) |
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: Does GLSL have a built-in random number generator? If not, a linear gradient may be easier (and easier to verify) than a random RGB shader. --[[User:Ledrug|Ledrug]] 20:06, 25 October 2011 (UTC) |
: Does GLSL have a built-in random number generator? If not, a linear gradient may be easier (and easier to verify) than a random RGB shader. --[[User:Ledrug|Ledrug]] 20:06, 25 October 2011 (UTC) |
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:: There is a noise() function, but apparently it's not supported very well. However, we do not need high quality random numbers here -- modulo and arc tangent using old pixel value and coordinate values could probably be made into something adequate. I would like to avoid a gradient, however, because we already a gradient in [[OpenGL]]. --[[User:Rdm|Rdm]] 03:17, 26 October 2011 (UTC) |
Revision as of 03:17, 26 October 2011
Issues?
Does anyone see any major problems with this task proposal? --Rdm 18:05, 25 October 2011 (UTC)
- Does GLSL have a built-in random number generator? If not, a linear gradient may be easier (and easier to verify) than a random RGB shader. --Ledrug 20:06, 25 October 2011 (UTC)
- There is a noise() function, but apparently it's not supported very well. However, we do not need high quality random numbers here -- modulo and arc tangent using old pixel value and coordinate values could probably be made into something adequate. I would like to avoid a gradient, however, because we already a gradient in OpenGL. --Rdm 03:17, 26 October 2011 (UTC)