Timeline for OpenGL Compute Shader Uniforms
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 29, 2021 at 0:30 | comment | added | Jody Sowald | thank you! i know its an old question, but your code samples got me over a hump i've been in with compute shaders for hours. i didn't know that compute shaders use GL.BindImageTexture(0, InputImageHandle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba16f); instead of GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, InputImageHandle); | |
| Sep 5, 2014 at 14:43 | history | tweeted | twitter.com/#!/StackGameDev/status/507901813547606016 | ||
| Sep 4, 2014 at 15:39 | answer | added | Kyle Hanson | timeline score: 4 | |
| Sep 4, 2014 at 5:33 | review | Close votes | |||
| Sep 23, 2014 at 22:02 | |||||
| Sep 4, 2014 at 4:52 | history | edited | Valkea | CC BY-SA 3.0 | fixed code indent |
| Sep 4, 2014 at 0:44 | review | First posts | |||
| Sep 4, 2014 at 4:52 | |||||
| Sep 4, 2014 at 0:38 | history | asked | Kyle Hanson | CC BY-SA 3.0 |