I'm pretty confused now that I can no longer do a simply gl_Position = pos * MVP; in my vertex shader, and instead want to transform the vertices before I send them via glBufferSubData.
This is my...
Type: Posts; User: Predator105
I'm pretty confused now that I can no longer do a simply gl_Position = pos * MVP; in my vertex shader, and instead want to transform the vertices before I send them via glBufferSubData.
This is my...
SOLVED! yay, turns out i wasn't setting my min/mag filters. WHEW! works.
Okay, I was giving it bad vertex coordinates, so now I see an uncolored untextured square like I should. Then I tried to use only the frag color and the color is being sent and works great.
Now...
Okay, thanks. Fixed and edited my original post. Still nothing visible though. So those were probably just one of many problems.
I'm losing my hair over this, I've been scrounging the net for some good non-fixed pipeline examples of how to implement sprite batching so that I can efficiently render thousands of sprites. Someone...
ah yes, i encountered another issue and fixed it easier than i thought..
on the app side, I just passed it a column and row 1 bigger to the pixel map..that way that will take care of borders. so x...
oh wow, you're absolutely right. I didn't need the other offset, I just needed it in that. I didn't think that would work, since there are just 1 pixels there which represent 1 tile.. interesting.
...
Okay, tile_types_super_texture is a row of several 16x16 tile type textures, which are the tile types. Then according to tilemap_pixels, which is a 1-tile-per-pixel representation of the visible map...