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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

Murloc992

Member Since 30 Sep 2012
Offline Last Active Dec 20 2012 01:32 PM
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Posts I've Made

In Topic: [GL3] VAO and VBO question about dynamic/stream buffers

20 December 2012 - 01:00 PM

Thanks for an answer. I know how to stream the buffers with the bind. My question is about how to avoid the bind, or it is unavoidable. :?

In Topic: [OpenGL 3.3+] Newbie phong shading issues

30 September 2012 - 05:48 AM

I think I have managed to pretty much fix it by converting light's position to eyespace(?) by multiplying modelView matrix by light position in the vertex shader and then outputting it to fragment shader. Now it looks properly, like it's supposed to, but I still want some clarification why is it so. :)

Here's the output now:
Posted Image
(The light's behind.)

Posted Image
(The light's in front.)

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