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C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.
14
votes
1
answer
1k
views
Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)? [closed]
I have some vector classes where the arithmetic functions looks like this:
template<typename T, typename U>
auto operator*(const Vector3<T>& lhs, const Vector3<U>& rhs)
{
return Vector3<decltype( …
6
votes
1
answer
6k
views
Finding pitch/yaw values from lookat vector
I have a camera class that contains a position, a pitch, and a yaw (the pitch and the yaw correspond to y and x rotation values). I want to implement a lookAt function that takes a vector and the func …
5
votes
2
answers
892
views
Does anything need to be done to support variable refresh rate?
Does anything have to be done in order for my game to take advantage of variable refresh rate technology supported by some displays, such as G-SYNC and FreeSync?
2
votes
1
answer
228
views
Polygon edges visible when using per-fragment lighting (OpenGL)
I have created a mesh in Blender (just a sphere with a texture over it; it's supposed to look like mars) and I've exported it as OBJ. I've tried it both with exporting with normals in Blender's export …
1
vote
2
answers
522
views
Reading mesh data back from OpenGL vs storing two copies
I'm wondering if whether it's a good idea or not to keep a copy of vertex data in the main memory or just read it back via glGetBufferSubData (or glMapBuffer/glMapBufferRange).
The reason why I'd do …
1
vote
1
answer
126
views
Is it ok to use polymorphism as a way of "interfacing" with objects in a scene? [closed]
I'm designing a class that holds values representing a 3D scene. This includes lights, cameras, meshes, materials, etc.
The way how I'm setting it up is that each "thing" has a name. A camera has a n …
1
vote
Accepted
Polygon edges visible when using per-fragment lighting (OpenGL)
Fixed it. Turns out Blender was in flat shading mode instead of smooth shading, so the normals were per-triangle instead of per-vertex when exported (didn't realize that setting effected the exported …
0
votes
2
answers
827
views
How do I dynamically grow a voxel world in all directions with chunks?
I've organized a Voxel world already but the problem is that it can only "grow" outwards. As a result, there is a single corner where it grows from, then outwards from there on. I want to be able to g …