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First of all, OpenGL 1.0 is very outdated. What you probably mean is, that you are using immediate mode. If you are still learning, I strongly suggest to adapt to modern OpenGL ASAP. Immediate mode is inefficient, as every time you draw a vertex, you have to do a driver/GL call, which is very expensive. So, if you insist on doing it the immediate way, the ...


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Case 1: unity has built in networking code to handle this in full 3d if need be. Case 2: there are likely a ton of solutions to this already on the unity store for cheap or free. Personally if i was building diablo I would do something like this: When kicking off a new game my custom server would pick a random "seed" value. Any clients that join the game ...


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I think you're making the mistake of thinking that you can produce this with a single perlin function. Depending on the result you are trying to achieve you have 2 options: reduce the frequency on that perlin (might be good enough for you) do it the pro way ... The pro way I found the reality is waaaay more complex for "realistic" planets. It seems ...


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Multiple colour attachments are used for writing to more than one colour target from the same invocation of the fragment shader. That is, they are for fragment shader outputs. A common use of multiple attachments is when you do deferred shading, where you may have one attachment for output position, one for output normal, one for output diffuse colour. If ...



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