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RevenantBob

Member Since 10 Oct 2012
Offline Last Active Oct 23 2012 10:30 AM
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#4988840 ElapsedTime Movement?

Posted by RevenantBob on 10 October 2012 - 02:21 PM

If you're handling all the entity updates in batch, you only need one delta for all of them. Create your delta and pass it through your updates. Depending on how you go about calculating your delta it can be a subtly costly operation that has little gain. It also mean all objects are synced to the same 'point' in time.

I do all these things in floatational numbers. So time becomes normalized to a second.


#4988834 Is it possible to have a vertex shader and the fragment shader in the same f...

Posted by RevenantBob on 10 October 2012 - 02:09 PM

I used a marker and do a quick string function after I load the file to replace the markers with 0's and save offsets, Then I pass those pointers to the compiler. [vertex shader] [fragment shader] [geometry shader] is what I use. I also have shader definition which allows me to create indexes to attributes and other data opengl needs to index data.


So it ends up looking like this.
[source lang="plain"][Shader Definition][0] = attribute vPosition[1] = uniform mModelView[2] = uniform mProjectionfrag fragColor0[Vertex shader]#version 150in vec3 vPosition;uniform mat4 mModelView;uniform mat4 mProjection;void main(void){ vec4 posTemp = mModelView * vec4(vPosition, 1.0); gl_Position = mProjection * posTemp;}[Fragment shader]#version 150out vec4 fragColor0;void main (void){ // Save it squared fragColor0 = vec4(0, 0, 0, 0); }[/source]


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