What was the original reason for creating the opengl typedefs such as GLint and GLfloat?
Is GLint always assumed to correspond to int, or is it really supposed to be an int32_t? Is it so that GPU...
Type: Posts; User: fmatthew5876
What was the original reason for creating the opengl typedefs such as GLint and GLfloat?
Is GLint always assumed to correspond to int, or is it really supposed to be an int32_t? Is it so that GPU...
By chunking the index buffer and having some magical way to determine primitive id I would only need 1 vertex per sprite at a cost of 5x increase of size in the index buffer. In the vertex shader I...
This is for a sprite engine and I am using a geometry shader.
I want to provide backup method for older systems that don't support geometry shaders. Ideally I'd like to just make the index buffer...
Lets say I want to render a bunch of triangle strips (or any other primitive) using an index buffer with a restart index.
Is there anyway in the shader to determine which vertex number is...
I wanted to ask if anyone had any opinions on the best way to render lots of sprites using vertex buffer objects.
Each sprite has several parameters like:
position (updated often)
texture2darray...
I was contemplating the best way to do screen wide effects.
The simplest example would be like fading the whole screen to black.
The easy way would be to just copy the frame buffer to client...
Does anyone have opinions about TEXTURE_2D_ARRAY vs multi texturing?
More specifically I'm writing a 2d game engine and im using 2d texture arrays for sprite sheets. Each frame of the sheet is one...