11ย years, 6ย months ago
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Community contributions featuredIn case anyone was interested, I figured out the issue. As it seems to always go this was a user-error and the functionality works as expected when used correctly. I was tryingโฆ
11ย years, 6ย months ago
Wondering if this is an issue people deal with or if I'm complicating something unnecessarily. If I make a series of calls like the following during shader compilation / linkingโฆ
11ย years, 6ย months ago
13ย years, 10ย months ago
So this is more about terrain complexity than anything else. Basically I'm working on a prototype simcity like game, and I'm trying to work out exactly how I want terraiโฆ
13ย years, 10ย months ago
I'm trying to come up with a clever abstraction for shaders for my project and I'm stumbling on this issue concerning VAOs. So, when you've got a shader bound and yoโฆ
14ย years, 3ย months ago
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See all in DiscussionsIn case anyone was interested, I figured out the issue. As it seems to always go this was a user-error โฆ
11ย years, 6ย months ago
Wondering if this is an issue people deal with or if I'm complicating something unnecessarily. If I make a series โฆ
11ย years, 6ย months ago
I'm assuming your 1024[sup]^2[/sup] verts make up a grid of 1023*1023 quads, which is about 2 million triangles. That's a โฆ
13ย years, 10ย months ago