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OpenGL shader support in Grasshopper

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A support for writing a shader program that is used for transform feedback and passed down to the "main" component program. This will allow for GPU based particle systems. A...

Inserting the built-in `WorldToScreen` function throws a compile error stating, that there is a spelling mistake in the function call (notice the missing 'c' in the error message). ![image](https://user-images.githubusercontent.com/49192999/158973277-3b824c14-5357-4b0a-b0d1-4036979824fa.png) After...

Added a unform that contains the vieweport **after** the shader has been drawn. This adds possibilities for feedback loops inside of shaders. - Capture `PostColorBuffer` on idle redraw - Added...

https://discourse.mcneel.com/t/is-it-possible-to-get-output-from-ghgl-component/125268 This will require two passes in order to allow for a display conduit pass to actually fill in the texture.

glLineWidth is not supported under core profile. Remove the ability to set line width on Mac (or hint that it is not available). Check to see if other legacy GL...

See: https://discourse.mcneel.com/t/bug-ghgl-edit-code-window-stuck-behind-grasshopper/116238

The WebGL exporter is writing duplicate entries for some uniforms

Probably need both screen space and world space mouse locations. See what three.js does so we can have something similar

Write textures to disk and use them in our WebGL export