I have managed to get a point light working, but I am facing problem with directional lightning. Fragment shader uniform vec4 lightColour ; uniform vec3 lightPos ; uniform float lightRadius ; ...
It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield ...
I am about to complete my first ever game. I have used Qt for windowing and OpenGL for actual game logic. I am confused about .. things which are related to design so according to FAQ, these kinda ...
Note: This is long but I explaining everything that you need to know. Don't read half way through it and say "What's the question?". It's simple but long and I need help as soon as possible. So I ...
I'm working on a small game library for me and some people I know that just handles the window and nothing special that we weren't gonna use. I know how to use OpenGL and stuff I just don't like ...
Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N ...
Possible Duplicate: What are some good learning resources for OpenGL? I have learnt C++ and made some cool text based games and such but I would love to start graphical programming. I'm a ...
OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from ...