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Manabreak

Member Since 16 Nov 2011
Offline Last Active Jan 12 2014 07:11 AM

Posts I've Made

In Topic: Cannot get uniform location from GLSL shader

01 September 2012 - 10:04 AM

Ah, that was it. Thanks!

In Topic: Mipmapping Issues

30 August 2012 - 12:41 PM

Kinda goes against the logic and basic principals of programming, if the said line of code crashes your program even though it's not executed. Posted Image Are you absolutely, positively sure it's not executed? At all? In any circumstances? Maybe you should post the related code, so we might have a better chance to get it solved. :)

In Topic: Duplicating vertices via indices causes weirdness [SOLVED]

29 August 2012 - 02:27 PM

Umm, the problem is quite clear when you look the images - the geometry is f'd up. It's the same object from the exact same perspective.

The order stays the same, I've checked it a million times. Posted Image I've even tried disabling texturing and texture coordinates alltogether, it didn't help, so I really doubt it's the texture coordinates messing up the geometry.

EDIT:

Ugh, I finally solved it. I didn't notice that after I duplicated the vertices they were already in the correct order and I still used the old index array. Duh. Well, it works now :D

In Topic: Duplicating vertices via indices causes weirdness [SOLVED]

29 August 2012 - 01:12 PM


In fact, i'm using triangles as is the standard, quads are quite "dead" anyway.


Where is this written? I don't think it's true.

In either case, if you're intent on using triangles, you have to make sure that your texture coordinate buffer stores the proper values for that geometry type.


There's a lot of discussion about triangles over quads: hardware optimization towards triangles, triangles being quaranteed to be on a single plane etc.

Anyway, you're not really answering to the original question here. The problem here is not about texture coordinates, but the geometry, and not about using triangles or quads. Help is appreciated, if given. :)

In Topic: Duplicating vertices via indices causes weirdness [SOLVED]

29 August 2012 - 10:53 AM

Why didn't you continue this discussion in that original thread ? .... It seems fairly relevant.

Anyway: The advice you were given, relating to 24 indices for 8 base vertices, assumes that you're drawing quads. So, for 8 vertices that specify the corners of some cube, you have a total of 6 faces, meaning that you need 24 indices to specify the 4 verts for each individual face (6 * 4 = 24).


This felt kind of a different problem, so I decided to pop up a new thread.

In fact, i'm using triangles as is the standard, quads are quite "dead" anyway.

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