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