OpenGL Porting – Part 10
Finally, got the first decent screenshot for the OpenGL renderer:
The biggest problems was I was using glBindAttribLocation in the wrong place, after the shader linkage was done… No error was returned, but the bind wasn’t being made… I just don’t know how the UVs were being displayed properly…
The 3d part is still a mess and it doesn’t work properly:
I can recognize a lot of stuff, but some other is just a huge mess. I’m already seeing problems with dynamic texture creation (the map display), some issue with the font rendering (probably the same thing, since I recognize the characters, but the colors are wrong), and I have no idea what that zebra stuff is, culling is wrong as well…
So time to jump into the debugger again!
Now listening to “The Flame Within” by “Stream of Passion”
Link of the Day: Ever since I saw the tech docs for Umbra I thought the GPU would be great to do occlusion culling, but I didn’t know we could do it now… Here’s a great sample/shader/presentation: https://github.com/nvpro-samples/gl_occlusion_culling
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