Tag Info

New answers tagged

0

Updated with a minor fix: Yes, the problem was: textCoo -= deltaTextCoord; Due to the fp precision the error accumulated grows to something like 2.7%. Calculating it each loop instead of subtracting a delta fixes a big part of the problem. As for optimization, I am using some techniques, got a reasonable 40fps. See this post, I asked the same ...


0

I've done it the way I described in the update of the question. I'll refer to that.


0

Well, first of all, the latest OpenGL version is not 3. We are currently at version 4.5 :) With that out of the way: If you want to learn OpenGL, I recommend using version 3 if you are completely new, since there are tons of tools and tutorials ready for you to use (I recommend this free tut). You could try OpenGL 4 if you think you can manage the lack of ...


0

The graphics API you select is but a small part of making a game. If your intent is to learn how to make a game, pick the API that is least in the way while still letting you figure out hard game/engine bits. If your intent is to learn how to use a graphics API, make a game-less tech demo. Older API versions, while a bit gnarly, are often more covered in ...


1

You're already halfway there since you send matrix data every frame. A little bit of history. attributes used to be called varying because their value varies depending on the vertex in the buffer. uniforms are called such because their data is uniform across every vertex of the buffer. Since your matrix is uniform the GPU can handle it being changed at ...



Top 50 recent answers are included