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 Feb 26 awarded Notable Question Sep 24 awarded Autobiographer Nov 18 awarded Popular Question Apr 29 comment Vertex Array Object (OpenGL) How do you deal with normals in this example? I mean what if you add a `GLfloat normal[3]` in your Vertex class and want to upload the normals to client? Nov 28 comment Frame timing for GLFW versus GLUT Obviosuly I think my computer is able to carry some small computations in less than 1/100 sec. Ok seems that using glfw helps in setting up an accurate timing procedure. I'll let you know after some experiments on different platform, meanwhile a +1 for you super-fast answer Nov 28 asked Frame timing for GLFW versus GLUT Oct 11 awarded Teacher Aug 26 comment Special relativity shader in GLSL So you're saying that the shader I've wrote here is basically correct or your is correct? Because the results of my shader are not very convincing in terms of what I'd expect from a kind of transformation of this type. Aug 1 comment Special relativity shader in GLSL I don't understand also if I have to implement relativistic aberration separately from the Lorentz transformation. Aug 1 awarded Supporter Aug 1 comment Special relativity shader in GLSL Ok, but what if I'm changing the time inside the simulation? I treat time as a uniform float to be pass from outside the shader, this should deform the object in time correctly? Aug 1 awarded Nice Question Jul 30 comment Special relativity shader in GLSL No I suppose the observer `O` is in (0,0,0) looking down the z-axis while the observer `O'` is in motion w.r.t `O` with velocity `v_x` and the objects described for `O'` are at rest. I know that in this vertex shader the transformation are applied only for vertices so the deformation of lines is lost but I just want to understand and make work this at first. Seems that the game Polynomial already made transformations of this kind, but the shader I've found doesn't nothing interesting, because I get the same results! bit.ly/MueQqo Jul 30 comment Special relativity shader in GLSL You can try this shader in ShaderMaker to see the effects, but what I'd want to achieve is this effect: spacetimetravel.org/relaflug/relaflug.html Here we should see the lenght contraction on x-axis but I see an incorrect scaling Jul 30 awarded Editor Jul 30 revised Special relativity shader in GLSL deleted 1 characters in body Jul 30 awarded Student Jul 30 asked Special relativity shader in GLSL Jul 30 answered GLSL Shader Editors for Linux