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Finally got it working!!! The problem indeed was in the fragment shader. First of all, there was no need to invert the position, the error came from the UV coordinates. Finally I remembered when I was using XNA the textures where flipped vertically respect to OpenGL, and that was the problem. After flipping the V coordinate and correcting the reversed ...


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None of the consoles you list use OpenGL as their native rendering API. The PS3 used to support a proprietary variant of OpenGL called PSGL but it was never the preferred API and I'm not sure it's even supported any more. To my knowledge none of the others have any kind of official support for OpenGL although you could in theory use ANGLE on Xbox 360 and ...


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Probably the easiest answer: Don't bother, instead pick what works best for you to work with now (i.e. whatever you're more proficient with. If you think you should write an engine with portability in mind ("create games, not engines!"), create a renderer abstraction layer, so you're able to plug in any back end you'd need. While most desktop systems ...


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I don't know why people automatically jump to premature generalization/optimization when questions like these pop up. There is something to be said about being preemptive and realizing when a component in a system is likely to be swapped out. All of the answers about "don't worry and code away till you need to change it" generally get people into trouble in ...


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Figured it out by looking other shader examples and hopefully it will benefit others. elapsedTime can be added to the computation or offset and will animate the effect, some use sin/cos as well.. uniform float elapsedTime;


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This is an old topic, and I had a similar problem to the topic. I had my texture coordinates just fine, but by lerping the camera position (which changed my element's positions) like so: public static void tween(Camera cam, Direction dir, Vec2 buffer, Vec2 start, Vec2 end) { if(step > steps) { tweening = false; return; } ...



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