Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] isn't normals just a saved variable of the face angle/direction ?

[DiscordArchive] isn't normals just a saved variable of the face angle/direction ?

[DiscordArchive] isn't normals just a saved variable of the face angle/direction ?

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rektbyfaith
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01-29-2024, 12:50 AM
#21
Archived author: Deamon • Posted: 2024-01-29T00:50:20.449000+00:00
Original source

Ideal case: bind VAO once, bind uniforms once and just call drawElements in a loop
rektbyfaith
01-29-2024, 12:50 AM #21

Archived author: Deamon • Posted: 2024-01-29T00:50:20.449000+00:00
Original source

Ideal case: bind VAO once, bind uniforms once and just call drawElements in a loop

rektbyfaith
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01-29-2024, 12:50 AM
#22
Archived author: Deamon • Posted: 2024-01-29T00:50:36.820000+00:00
Original source

should be as performant as instancing
rektbyfaith
01-29-2024, 12:50 AM #22

Archived author: Deamon • Posted: 2024-01-29T00:50:36.820000+00:00
Original source

should be as performant as instancing

rektbyfaith
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01-29-2024, 12:51 AM
#23
Archived author: Deamon • Posted: 2024-01-29T00:51:54.082000+00:00
Original source

some guys (and me as well) use instanceId as a convinient way to pass uint32 to shader. So it's like you're calling "instanced" version of drawcall, but it's not instancing, but more a way to pass uint32_t to shader <a:peepoGiggles:691311952957538314>
rektbyfaith
01-29-2024, 12:51 AM #23

Archived author: Deamon • Posted: 2024-01-29T00:51:54.082000+00:00
Original source

some guys (and me as well) use instanceId as a convinient way to pass uint32 to shader. So it's like you're calling "instanced" version of drawcall, but it's not instancing, but more a way to pass uint32_t to shader <a:peepoGiggles:691311952957538314>

rektbyfaith
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01-29-2024, 12:54 AM
#24
Archived author: Deamon • Posted: 2024-01-29T00:54:16.225000+00:00
Original source

actually... I'm not sure if it's possible to abuse GAPI this way in OGL. It's possible in Vulkan though
rektbyfaith
01-29-2024, 12:54 AM #24

Archived author: Deamon • Posted: 2024-01-29T00:54:16.225000+00:00
Original source

actually... I'm not sure if it's possible to abuse GAPI this way in OGL. It's possible in Vulkan though

rektbyfaith
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01-29-2024, 12:54 AM
#25
Archived author: Deamon • Posted: 2024-01-29T00:54:58.373000+00:00
Original source

Yeah... should be possible. There is https://registry.khronos.org/OpenGL-Refp...ance.xhtml
rektbyfaith
01-29-2024, 12:54 AM #25

Archived author: Deamon • Posted: 2024-01-29T00:54:58.373000+00:00
Original source

Yeah... should be possible. There is https://registry.khronos.org/OpenGL-Refp...ance.xhtml

rektbyfaith
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01-29-2024, 12:55 AM
#26
Archived author: Deamon • Posted: 2024-01-29T00:55:17.610000+00:00
Original source

Though this will RIP MacOS support probably
rektbyfaith
01-29-2024, 12:55 AM #26

Archived author: Deamon • Posted: 2024-01-29T00:55:17.610000+00:00
Original source

Though this will RIP MacOS support probably

rektbyfaith
Administrator
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01-29-2024, 01:04 AM
#27
Archived author: Titi • Posted: 2024-01-29T01:04:11.059000+00:00
Original source

skarn is on mac, no way !
rektbyfaith
01-29-2024, 01:04 AM #27

Archived author: Titi • Posted: 2024-01-29T01:04:11.059000+00:00
Original source

skarn is on mac, no way !

rektbyfaith
Administrator
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01-29-2024, 01:04 AM
#28
Archived author: Titi • Posted: 2024-01-29T01:04:19.367000+00:00
Original source

<:kekw:1115251543751532674>
rektbyfaith
01-29-2024, 01:04 AM #28

Archived author: Titi • Posted: 2024-01-29T01:04:19.367000+00:00
Original source

<:kekw:1115251543751532674>

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