This problem is usually worked out by collisions. Hopefully your tile editor allows you to set groups of tiles together along with their collisions, so you don't forget to set them. And that's it.
However, there might be parts of a game where you need to support something like this, and there is a way to do it that is not making everything entities…
As you ...
I would suggest parameterizing several of the pins of bumpyGlass, especially those that are currently fed by constants, instantiate the material to the shower door, and play with the values in real time. I wonder if lowering the value for metalness would do the trick.
This is how: In the material editor, cut the connection to the constant. Right-click on ...
It's actually hard to say anything for sure without knowing a lot more about your code base,
but do Render::UniformBufferObject and Render::UniformBufferObject2 consist of pointers to matrices, and not actual matrices (unless the & operator is overloaded somehow) ?
You're not supposed to write pointers to values into UBOs and expect the GPU to ...
After using glGetUniformLocation() to set the shader properties I discovered the shader location values were not being defined due to an error in my shader constructor. Once I rectified that error my quad was drawn to the screen.
Thanks for all the help and input!
glVertexAttribPointer sources data from the currently bound GL_ARRAY_BUFFER.
What this means is that if you're drawing using 3 buffers, you must ensure that the correct buffer is bound for each glVertexAttribPointer call.
So instead of:
// Gen and fill vertex buffer (VBO)
quadVBO = glGenBuffers();