18 years, 11 months ago
Highlights
Yah. It seems that per-vertex tangent space matrices are way to go when you don't have too big angle between faces. Thanks all!
18 years, 11 months ago
18 years, 11 months ago
Hello! Is there any other way to pass per-face data to vertex shaders other than creating 3 unique vertices for every single triangle and start using gldrawarrays instead of gld…
18 years, 11 months ago
I coded multitexturing test prog yesterday which used GL_ARB_MULTITEXTURING extension but it seemed that when i set my texture coordinates glMultiTexCoord2fARB, they got all wro…
21 years, 5 months ago
Quote:Original post by V-manWhat are you rendering?Game objects, map elements and stuff. Not much polygons right now but might change in future. And i'd like to know how to make…
18 years, 11 months ago
Latest Activity
See all in DiscussionsYah. It seems that per-vertex tangent space matrices are way to go when you don't have too big angle between …
18 years, 11 months ago
Quote:Original post by V-manWhat are you rendering?Game objects, map elements and stuff. Not much polygons right now but might change …
18 years, 11 months ago
Quote:Original post by Brother BobWith the number of vertices you're talking about, you're worrying about it WAAAY too much.Yeah, probably. …
18 years, 11 months ago