What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all ...
I have a resource manager that manages the lifetime of resources in memory. A "resource" is something like a texture, mesh, et cetera. I also have an entity class that, the base class for things in my ...
I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene. What I am trying to figure out is how to reference VertexBuffer data already "set" ...
Note: This is not a 'give your opinion' question about C++03 and C++11. Our game engine, written in C++03, is designed to be compiled on Windows, OSX and iOS. Linux support is planned for the (very) ...
Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While ...
I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...