We are currently in the process of converting the website to the new design. Some pages, like this one, are still broken. We appreciate your patience.
da447m
Constants: // attribute index in GLSL shader const GLint a_pos = 0; const GLint a_texcoords …
»
da447m
My entire code is there, there is literally nothing else regarding VAO and VBO. It only works if I…
»
da447m
Hi Guntha, yes exactly they've put this later without much explanation. This did the trick for me,…
»
Mārtiņš Možeiko
There is no need to unbind VAO for this to work. If there is any problem, then it is in other plac…
»
Mārtiņš Možeiko
Those exceptions are probably a normal thing and you can completely ignore them. Nowadays Windows …
»
ratchetfreak
are you updating the light position with the object? if you do that then the light will move with …
»
Guntha
Hi, Yes, you also need to update face_normal in the vertex shader. According to learnopengl, it's …
»
da447m
So basically to make a lightspot I'm following the tutorials in learnopengl.com. Basically the ver…
»
da447m
Ok so this is the solution to using a single VBO but still keeping different vectors for those ver…
»
da447m
If something crashes then some other thing in your code is incorrect Feel free to point it out, im…
»
Bits Please
Hey everyone! I'm having a weird error when debugging the TwitchNotifiy utility that Martins (mmoz…
»
da447m
To anyone reading this, I just updated some parts. First, eliminate useless matrix multiplications…
»
Mārtiņš Možeiko
BTW this is totally wrong, I tested by commenting that part and program crashes. No, it is not wro…
»
Mārtiņš Možeiko
Constants: Format setup: mesh setup: draw call: This code will require at least GL 4.5 version. Or…
»
da447m
Call to glVertexAttribPointer with index 2 is useless. BTW this is totally wrong, I tested by comm…
»
da447m
I have different data that I prefer to keep separate for now (points, texcoords, indexes, normals)…
»
Mārtiņš Možeiko
There are multiple problems with your code. First - you are mixing 4.5 style (ARB_direct_state_acc…
»
da447m
Henlo, I honestly still have no clue how to make it work, there is nothing too intuitive about it …
»
x13pixels
RemedyBG 0.3.9.5 is now available for download from itch.io with the following improvements and bu…
»
x13pixels
Yes. Posting an update now.
»
.imperatorn
Any new releases planned? Thanks!
»
da447m
Ok got it, thanks! Do I always need to make points describe the triangle ABC, then pass texcoords …
»
da447m
How would code look like in that example?
»
Mārtiņš Možeiko
You would bind buffers just before draw call. They would use format described by vertex attribs th…
»
Mārtiņš Možeiko
The default direction set for glFrontFace is CCW. The advantage of back-face culling is performanc…
»
da447m
Hi Martins, thank you. "economical set of points". just using the bare minimum of points in the sp…
»
da447m
Hi Martins, thank you! I assume that something like using a stride of zero and pointer to nothing …
»
Mārtiņš Možeiko
When draw call is issued GPU processes vertices independently with vertex shader. Each vertex is se…
»
Mārtiņš Možeiko
It does not really matter much. Single VAO should work fine if you use it correctly. But what you …
»
da447m
Just an update here: I never got the GLM functions to work properly, meddled with it a bit but sin…
»