I am trying to replicate all these cool on-screen debug visuals I see in all the SIGGRAPH and GDC talks, but I really don't know where to start. The only resource I know of is almost 16 years old:
http://number-none.com/product/Interactive Profiling, Part 1/index.html
Does anybody have a more up-to-date reference? Do people use minimal UI libraries like Dear ImgGui? Also, If I am profiling OpenGL ES 3.0 (which doesn't have timer queries) is there really anything I can do to measure performance GPU-wise? Or should I just chart CPU-side frame time? I feel like this is something people re-invent for every game there has gotta be a tutorial out there... right?
I've finished a class that can generate textures using the perlin noise function on the fly. The texture may be 2D or 3D. Also, I've seen a guy who can generate vector fields using perlin noise, but the problem is, when you do iterations to the 3D environment, you just have one value to turn, which is a scalar perhaps, and you want to do three things (yaw, pitch and roll), is it possible to generate a 3D vector field using the 3D perlin noise function?
Hey, I am semi-new to 3d-programming and I've hit a snag. I have one object, let's call it Object A. This object has a long int array of 3d xyz-positions stored in it's vbo as an instanced attribute. I am using these numbers to instance object A a couple of thousand times. So far so good.
Now I've hit a point where I want to remove one of these instances of object A while the game is running, but I'm not quite sure how to go about it. At first my thought was to update the instanced attribute of Object A and change the positions to some dummy number that I could catch in the vertex shader and then decide there whether to draw the instance of Object A or not, but I think that would be expensive to do while the game is running, considering that it might have to be done several times every frame in some cases.
I'm not sure how to proceed, anyone have any tips?