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C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

0
votes
You do not have to call glMatrixMode and related functions if you are supplying the shader the used matrices yourself. The second problem is that glUniformBlockBinding does not want the matrix buffer …
answered Nov 11 '16 by Lasse
0
votes
Cube maps are using direction as their texture coordinates. A quote from the OpenGL wiki: The texture coordinates for cubemaps are 3D vector directions. These are conceptually directions from wi …
answered Nov 17 '13 by Lasse
3
votes
You have this code: GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(vertices.Length), vertices, BufferUsageHint.StaticDraw); This tells OpenGL to only upload as many bytes as there are elements …
answered Nov 1 '14 by Lasse
2
votes
I do not understand the problem. If you do not call the join(), they won't be waited for. You should call the join() only right before you absolutely need the data they produce. The other threads won …
answered Oct 31 '13 by Lasse
6
votes
C# uses references to pass around objects that are not value-types. This means that everything is usually passed by reference. If you want to pass a value-type by reference you can use the ref keyword …
answered Oct 10 '15 by Lasse
1
vote
You need to rotate the images as a unit instead of separately. This means, you need to apply the rotation after local transformation. Like this: vPosition = singleImageRotation * cornerPosition; // P …
answered Jan 9 '17 by Lasse
0
votes
You seem not to have a remapping matrix. By adding it, it fixed my issues. I do not know if it helps you since I've not had a problem looking like that, but here it is anyway: uniform mat4 RemapMatri …
answered Nov 4 '13 by Lasse
3
votes
If you have VSYNC on, and if you handle windows events in the same thread where you handle rendering, you will experience some small but noticeable input lag. The SwapBuffers() function will wait for …
answered Dec 11 '13 by Lasse