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da447m
These math primers literally will load you up with a bunch of information that is superfluous. Thi…
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Simon Anciaux
In the past I was recommended the book "3d math primer for graphics and game development" but I do…
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Simon Anciaux
I tried to "port" my game to version 2, but there are a few issues.What resolution should the face…
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da447m
Ok so here's how I think this could go after reading a bit about the quaternions: 1 - define a uni…
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da447m
Oh thanks Simon. So this is a known problem. What I still didn't find is a clear code for quaterni…
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Simon Anciaux
I believe this is called "gimbal lock", and one solution is to use Quaternions. I never done it my…
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da447m
So I've been playing around with OpenGL and then like in another thread I've opened, I made some s…
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@Mattias_G
so here's some news finally :) I have decided I am close enough to share an alpha build of Yarnspi…
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Mārtiņš Možeiko
The problem most likely is that variables in debug mode contain different values on stack from rel…
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da447m
Result so far :) 2023-11-06 18-43-16-1.m4v
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da447m
Guess you are right, I changed the code to pack the data together and use a single VBO, and voilá…
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Bits Please
You saying that those exceptions are normal behavior was the conformation I needed! I was so caugh…
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Mārtiņš Možeiko
I want to believe you, but my suspicion is that there is something else in your code that triggers…
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da447m
Constants: // attribute index in GLSL shader const GLint a_pos = 0; const GLint a_texcoords …
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da447m
My entire code is there, there is literally nothing else regarding VAO and VBO. It only works if I…
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da447m
Hi Guntha, yes exactly they've put this later without much explanation. This did the trick for me,…
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Mārtiņš Možeiko
There is no need to unbind VAO for this to work. If there is any problem, then it is in other plac…
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Mārtiņš Možeiko
Those exceptions are probably a normal thing and you can completely ignore them. Nowadays Windows …
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ratchetfreak
are you updating the light position with the object? if you do that then the light will move with …
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Guntha
Hi, Yes, you also need to update face_normal in the vertex shader. According to learnopengl, it's …
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da447m
So basically to make a lightspot I'm following the tutorials in learnopengl.com. Basically the ver…
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da447m
Ok so this is the solution to using a single VBO but still keeping different vectors for those ver…
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da447m
If something crashes then some other thing in your code is incorrect Feel free to point it out, im…
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Bits Please
Hey everyone! I'm having a weird error when debugging the TwitchNotifiy utility that Martins (mmoz…
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da447m
To anyone reading this, I just updated some parts. First, eliminate useless matrix multiplications…
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Mārtiņš Možeiko
BTW this is totally wrong, I tested by commenting that part and program crashes. No, it is not wro…
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Mārtiņš Možeiko
Constants: Format setup: mesh setup: draw call: This code will require at least GL 4.5 version. Or…
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da447m
Call to glVertexAttribPointer with index 2 is useless. BTW this is totally wrong, I tested by comm…
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da447m
I have different data that I prefer to keep separate for now (points, texcoords, indexes, normals)…
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