Thanks.
I think I'm justified in using UBOs for per-material data - if a material has 10 parameters then I can either call glUniform() for each parameters when I use that material, or I can upload...
Type: Posts; User: teleios
Thanks.
I think I'm justified in using UBOs for per-material data - if a material has 10 parameters then I can either call glUniform() for each parameters when I use that material, or I can upload...
Hiya,
I'm using three 'types' of UBOs in my application: per-frame camera parameters, per-material parameters and per-instance transform parameters. I believe this is the correct way of using...