20 years, 2 months ago
Highlights
To see this type of shadows (using sqrt for compression) being used in a more complete game see TaSpring.
20 years, 2 months ago
20 years, 8 months ago
In the spec for framebuffer_object there is an example for how to use FBOs without a color buffer and just drawing to the depth buffer (I must confess that I havent read the ent…
20 years, 8 months ago
Team name: None really Project name: TA Spring Brief description: Spring is an opensource RTS engine that is based on the old RTS Total Annihilation. The engine is working…
20 years, 11 months ago
Take a look at this screenshot. As can be seen in the watch window it comparing 507 + 4 with 512 but for some reason it thinks 513<512 and manages to get into the if statemen…
21 years, 4 months ago
Latest Activity
See all in DiscussionsTo see this type of shadows (using sqrt for compression) being used in a more complete game see TaSpring.
20 years, 2 months ago
glGenFramebuffersEXT(1,&frameBuffer);glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBuffer);glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, waveTex1, 0);glDis
20 years, 8 months ago
In the spec for framebuffer_object there is an example for how to use FBOs without a color buffer and just …
20 years, 8 months ago