Framebuffer objects in Cinder (by default) have no anti-aliasing which leaves your edges jagged. The solution is to create a Framebuffer format and specify the number of samples to use. More info on FBO’s and anti-aliasing
Tag Archives: glsl
GLSL 1.2 – Memory Error when using Attributes (Solution)
MAKE SURE YOU ARE ACTIVELY USING AND REFERENCING THE ATTRIBUTES IN THE SHADER!
OpenGL / Cinder – Custom Dynamic Attributes Example (GLSL 1.2)
Here’s an example of using dynamic custom attributes in GLSL 1.2 and Cinder. I also found this link useful!
Hundreds of Thousands of Particles at 60 fps
Recently been getting to grips with Cinder, OpenGL and GLSL for a project. I managed to get close to a million particles drawing at around 60fps Here’s what I did to achieve this: Firstly I created a VBO mesh that contained randomly positioned vertices (each vertex represented a root particle position). Using VBO meshes mean […]