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Nov
23
revised How can I generate a view or projection matrix for OpenGL 3.+
added 124 characters in body
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@mh01 you're right, i'll do that
Nov
23
revised How can I generate a view or projection matrix for OpenGL 3.+
added 12 characters in body
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@mh01 did you even read the answer? i'm talking about the perspective projection matrix, it's going to be different for OpenGL and DirectX, the clip space z axis for DirectX goes from 0 to 1, not form -1 to 1 like it does with OpenGL, IT'S GOING TO BE DIFFERENT
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@Ken there is none, GLUT used to be that, but as you know it's for the deprecated OpenGL. There are libraries that provide functionality you may want, like FreeGLUT or GLM, but they're not a widely accepted standard or anything like that.
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@Ken your issue is weird one to have, because it's one of code re-usability. just pack your solution into a library and use it when you need it. if you don't want to write your own library then use some one else's like GLM.
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@Ken well it's not really coding your own solution as much as it's writing a basic set of functions. it depends on a lot of things. if you don't want to deal with math then you can use GLM, lots of people do, it'll calculate transformations and do all the math for you. however if you're using a SIMD math library, like the one bullet has then it won't provide you with functions that create a rotation matrix or a perspective projection matrix and thus you'll have to do it yourself
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
@Ken well GLM is going to calculate the matrix each time aswell. just pack your logic into a function. your projection matrix should be calculated once, unless you change the aspect ratio of the screen, the camera matrix has to be calculated each frame. you should probably just pack both of those into a camera object that'll do things like rotate and move the camera and return the matrices when necessary.
Nov
23
revised How can I generate a view or projection matrix for OpenGL 3.+
added 605 characters in body
Nov
23
answered How can I generate a view or projection matrix for OpenGL 3.+
Nov
13
comment Optimal way to learn DirectX?
i've no idea what books you were looking at, one of the first things that pops in google is "Introduction to 3D Game Programming with DirectX 11" and that's just about the best dx11 teaching resource you could ask for
Nov
9
comment Techniques to prevent non-official clients in network gaming?
-1 this does not answer the question, having an on-line account doesn't prevent somebody from connecting with a hacked client that, for example, automates in-game actions. wow is entirely online based and it still gets hacked constantly. to prevent this blizzard employs their "warden" anti-cheat software, which is an example of dealing with the problem in question
Nov
6
comment Where to start learning OpenGL with C++?
@MahbuburRAaman null and void
Nov
6
comment Where to start learning OpenGL with C++?
opengl.org does more harm than good, i'd avoide it like the plague unless somebody wants the pure specification, it's not good for anything else
Nov
4
comment Passing multiple Vertex Attributes in GLSL 130
is there anything wrong with GetAttribLocation or is it just that it fails as a method when working with VAOs (for example when you ommit an attribute in a shader)
Nov
4
comment Passing multiple Vertex Attributes in GLSL 130
@RoyT. The fact that NVidia drivers act as they do, means you shouldn't bind attribute locations explicitly with glBindAttribLocation, unless necessary. This may cause conflicts as described here stackoverflow.com/questions/6628007/… just stick to glGetAttribLocation.
Nov
4
comment Passing multiple Vertex Attributes in GLSL 130
@RoyT. The layout location feature was introduced in OpenGL 3.3 (GLSL 330), so you should retrieve (or bind) attribute locations from your program if you're using anything older than that, this includes OpenGL 3.0 (GLSL 130). As for gl_Color being bound to attribute 3, according to the specification this isn't allowed, NVidia however has a record of using gl_Vertex for attribute 0, gl_Color for attribute 3, etc. but it's against the specification and shouldn't be relied on.
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body