Thanks, noted!
Type: Posts; User: redphi
Thanks, noted!
Right, now I unbind targets with glBindBuffer(GL_ARRAY_BUFFER, 0); after I finish using each VBO. Similarly, I reset the "active program" using glUseProgram(0); after I finish using them. Is there...
In GLSL 3.30, I used "smooth" for perspective-correct interpolation of output from the vertex shader. I used "flat" for flat shading (and used glProvokingVertex to determine which vertex's output was...
I am reading the Learning Modern 3D Graphics Programming tutorial and I have finished reading this page:
http://www.arcsynthesis.org/gltut/Illumination/Tut10%20Fragment%20Lighting.html
...
I'm just learning OpenGL for fun, don't have any specific project in mind. But thank you very much, thokra. I remember reading about BaseVertex here:...
Since a VAO tracks the pointers of certain, specific VBO's and IBO's as V-man said, how do you render two VBO's with one VAO? Or are you saying use the same VBO/VAO for multiple copies of the same...
Sorry argum_, I didn't mean to ignore you. I just didn't fully understand your post because I hadn't learned any lighting yet at that time.
Alfonse, excellent tutorials! They are quite challenging...
OK will do. VAO's are more convenient anyway. What's an IBO? Edit: "Index Buffer Object", got it
Is there any reason to send separate matrices, instead of the MVP matrix? I can't seem to think of any reasons why the vertex shader would need access to camera space coordinates or whatnot.
Thanks for the responses, I really appreciate it.
I don't think I'm mixing up VAO's and VBO's, but I may have not been clear in my original post. Here is what I mean. Let's say you have...
According to the specification: http://www.opengl.org/sdk/docs/man3/xhtml/glVertexAttribPointer.xml
You can call this function when nothing is bound to GL_ARRAY_BUFFER, as long as your "pointer" or...
If you have models in a world, you usually transform them from model space to world space to camera space to clip space. That's three transformations. Now I read here:...