Thank you guys for your replyes, it was enlighting :)
Cheers,
mic
Type: Posts; User: Michele Bosi
Thank you guys for your replyes, it was enlighting :)
Cheers,
mic
Got it,
maybe is useful to recap then, taking Ilian example, he wasn't sure about it but it seems that we can "officialize" it:
attribute mat4 MyMat;
generates 4 vertex attributes (vec4...
Thank you very much HexCat, this usage is a text-book level one! this moves this feature from my "almost deprecated wish list" to the "must have features list" :)
Thank you HexCat,
it actually turned out also for me that you have to specify each column of the matrix on a different vertex attribute, which as you showed are allocated consecutively, finally...
Thank you guys I know that I can "emulate" a matrix just sending four vectors, what I am trying to understand is: what is the "official way" of doing it given the fact that according to the...
According to GLSL specifications (http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf) page 23 "The attribute qualifier can be used only with float, floating-point vectors, and matrices"...
Hello to all,
googling around (and yahooing to be politically correct...) I realized how difficult it is to find sample applications that demonstrate some practical use of 3D textures, so here I am...
Thank you V-man, that's so easy that I cannot expalin how I couldn't think about it before! Will try it immediately...
Thank you guys, the source code of gluUnproject seems the definitive reference :)
Hello,
I would like to know in what space is defined the value gl_FragCoord.z. As far as I know gl_FragCoord.x and y are in screen coordinates, but the .z component seems to gives values always...