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  1. Replies
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    I did not read your code, but I'm pretty sure you...

    I did not read your code, but I'm pretty sure you made the right assumption. Just clear the FBO before rendering the new image, just like you clear other buffers.

    See this:...
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    Do you have so many different materials and...

    Do you have so many different materials and textures ? With texture splatting you generally select one texture over several, not over many. And you select it doing a quick test (texture look-up). You...
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    Several things: This won't be helpful....

    Several things:



    This won't be helpful. Draw as few as you can.



    So you mean you bind all your textures at once in many texture units ? A bit like above, don't consume for things you...
  4. These books don't really cover about CAD, but...

    These books don't really cover about CAD, but they helped me in several ways:
    ...
  5. Thread: VBO Usage

    by Silence
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    1,376

    Well, the last made test is about drawing...

    Well, the last made test is about drawing ellipses. Each ellipse is calculated each frame regarding factors like distance of the camera, and is clipped regarding the frustum.

    So each ellipse...
  6. Thread: VBO Usage

    by Silence
    Replies
    3
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    1,376

    VBO Usage

    Hi,

    From what I know, the VBO usage parameter we set when we call to glBufferData (http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml) has no effects.
    From my experiments (with some years...
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    Thanks for this quick answer.

    Thanks for this quick answer.
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    Multiple writes to gl_FragColor within main

    Hi all,

    I had to modify a little shader wrote in GLSL someone else than me wrote. In this shader, there are several lines like this:



    gl_FragColor = ...


    From what I am use to do (and...
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