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It's been like three years since I last did any 3d programming and back then I didn't know what the gently caress I was doing either. I started up using opengl again a few days ago and everything is totally different. Is this basically the gist of how to draw an object now? -bind the array, index and texture buffers (glBindBuffer, glBindTexture) -use appropriate shader program (glUseProgram) -send crap to the shader's uniform variables, like a vector for translation, the texture units for the sampler(s) to use. (glProgramUniform****) -glDrawWhatever(), doing all the matrix operations on the shader I have this working, but is it efficient? Am I doing anything retarded here? It's so hard to find tutorials that aren't full of deprecated stuff.
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# ¿ Jan 18, 2012 14:05 |
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# ¿ Mar 29, 2024 06:28 |
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I need to implement shadow mapping for the last part of a class project, and I totally understand it except for one thing. How do you create the frustum / projection+view matrices for the light source so that it covers everything in the camera's frustum? Everything I read seems to just skip over this.
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# ¿ May 3, 2012 16:10 |
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I thought I had it figured out (just making it a big fixed size that would cover the frustum from any angle), but as I started implementing it I realized I had no idea what to do in the situation of a point light inside the camera frustum. Screw it, I'm just going to make everything into spotlights with predefined frustums instead.
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# ¿ May 4, 2012 22:05 |