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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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Mārtiņš Možeiko
There are multiple problems with your code. First - you are mixing 4.5 style (ARB_direct_state_acc…
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da447m
Henlo, I honestly still have no clue how to make it work, there is nothing too intuitive about it …
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x13pixels
RemedyBG 0.3.9.5 is now available for download from itch.io with the following improvements and bu…
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x13pixels
Yes. Posting an update now.
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.imperatorn
Any new releases planned? Thanks!
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da447m
Ok got it, thanks! Do I always need to make points describe the triangle ABC, then pass texcoords …
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da447m
How would code look like in that example?
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Mārtiņš Možeiko
You would bind buffers just before draw call. They would use format described by vertex attribs th…
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Mārtiņš Možeiko
The default direction set for glFrontFace is CCW. The advantage of back-face culling is performanc…
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da447m
Hi Martins, thank you. "economical set of points". just using the bare minimum of points in the sp…
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da447m
Hi Martins, thank you! I assume that something like using a stride of zero and pointer to nothing …
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Mārtiņš Možeiko
When draw call is issued GPU processes vertices independently with vertex shader. Each vertex is se…
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Mārtiņš Možeiko
It does not really matter much. Single VAO should work fine if you use it correctly. But what you …
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da447m
Just an update here: I never got the GLM functions to work properly, meddled with it a bit but sin…
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da447m
Let me call here a "mesh" a set of points, with a set of texture coordinates and indexes. Let's sa…
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da447m
Basically I'm writing a little program making the platonic solids. I can reuse the shader for any …
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da447m
Camera movement is basically the same stuff. It is the view matrix transform. But it needs to have…
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Simon Anciaux
For the GLM function you still need to do the transformation in the opposite order for the model (…
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