So two scenarios: 1. Store attributes of each sprite (around 12 to 16 for each sprite) in a texture buffer and compute the transform matrices in the shader. 2. Com…
13 years, 9 months ago
So two scenarios: 1. Store attributes of each sprite (around 12 to 16 for each sprite) in a texture buffer and compute the transform matrices in the shader. 2. Com…
13 years, 9 months ago
14 years, 3 months ago
Going to go with the hierarchy then, it makes more sense when concatenating transforms and handling animation. @L. Spiro: nice article, I'll definitely use it as a source wh…
14 years, 3 months ago
Right now I'm working on an FBX importer for my rendering engine. Everything is going pretty well but I was wondering what the best practices are for storing meshes in gener…
14 years, 3 months ago
14 years, 11 months ago
Hello, I'm a programmer in my senior year of a bachelor's degree in Computer Science with a concentration in software engineering. Languages that I know: C/C++, C#, Java…
15 years, 2 months ago
So two scenarios: 1. Store attributes of each sprite (around 12 to 16 for each sprite) in a texture …
13 years, 9 months ago
Going to go with the hierarchy then, it makes more sense when concatenating transforms and handling animation. @L. Spiro: nice …
14 years, 3 months ago
Right now I'm working on an FBX importer for my rendering engine. Everything is going pretty well but I was …
14 years, 3 months ago
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