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# Prot

Member Since 05 Jul 2013
Offline Last Active Aug 23 2016 01:53 AM

### #5246008Why should I ever program a game again?

Posted by on 12 August 2015 - 10:16 AM

Thanks Josh,

your words make me feel better (really!)

### #5240460Help me to clear up my confusion about OpenGL

Posted by on 15 July 2015 - 05:22 AM

Thank you for your awnsers, so my lessons learned here are:

• in order to reach my main goals I will need to use GLEW and GLFW and GLM for math
• C++ should be language of choice
• Deep dive into OpenGL might make life easier when learning Vulkan
• Vulkan is nothing to rely on yet

Also I liked the link posted by Revan1985 those tutorials are also using GLEW and GLFW. So thanks a lot guys!

### #5222008How to pass DeviceContext to other classes?

Posted by on 08 April 2015 - 12:51 AM

Pass a pointer to the device in the Texture constructor and/or the "create" function (depending on your design). This makes the dependency on the device clear and explicit.

I know this is kind of lazy, but would you please show me how I would do this?

### #5111016How to manipulate Normals in Blender?

Posted by on 21 November 2013 - 10:24 AM

If the tutorial in question says you need 24 normals, that probably means you need to "explode" the cube into 6 non-connected polygons. You can do this in Blender by tabbing into edit mode for the cube, choosing edge selection, selecting all, and using Mesh -> Edges -> Edge Split. That way you get 4*6 = 24 vertices and you should now have 24 vertex normals as well. Looking at the vertex normals now, you have 3 normals at each corner because they are now 3 separate vertices. The vertex normal that was previously [1,1,1] is now 3 normals [1,0,0], [0,1,0] and [0,0,1] so it's been divided into components for each of the 3 faces.

Your solution seems to work. This is how I do it.

1. Take the predefined Cube which has only 6 faces, 8 vertices and 8 normals at first.
2. Now I go to Mesh->Faces->Triangulate Faces. This is because I need the faces to be triangles.
3. Now Mesh->Edges(with all edges selected)->Edge Split

Well this actually does the trick. Now I have 12 faces and normals for each vertex which look right to me. The problem is, in the entire process somehow more vertices were generated. I end up with 36 vertices. I can't see them. Tried to go to Mesh->Vetrtices->Remove Duplicates. But this deletes the normals and even the edges I created with triangulation.

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