JoshuaWaring

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About JoshuaWaring

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  1. C++ Self-Evaluation Metrics

      I really want to up vote this, but there's something beautiful about having 8 up votes.
  2. Thank you, I'm trying to implement it now, but it seems to be missing a ShaderManager.h and Vertex.h and I can't find the main entry point.
  3. Hey, just out of curiosity could you upload your code? I would like to test what speed my Sprite render would achieve.
  4. OpenGL Vulkan is Next-Gen OpenGL

    But seriously, when is gamedev.net going to change it to "OpenGL & Vulkan" or a new section for low level APIs, after all they are very different.
  5. OpenGL Vulkan is Next-Gen OpenGL

    Nividia gave us a nice C++ Wrapper https://github.com/nvpro-pipeline/vkcpp/blob/master/vulkan/vk_cpp.h
  6. OpenGL Vulkan is Next-Gen OpenGL

    Not that Reddit is the best source but: https://www.reddit.com/r/nvidia/comments/3j5e9b/analysis_async_compute_is_it_true_nvidia_cant_do/ This would suggest it can, upto a point.
  7. Criticism of C++

    Someone hasn't seen the C++17 draft :P
  8. OpenGL Comparing two textures in openGL

    Just to add a possible alternative view, might it be easier to remember the list of transformations needed to fold the paper to get the final result and a list of actions taken by the player and simply compare the list and take into account error.
  9. OpenGL Vulkan is Next-Gen OpenGL

      I'll sign a NDA if you'll tell me what you know ;D
  10. I had a problem with this, I found that the OSX windows didn't have a depth buffer. https://www.opengl.org/resources/libraries/glut/spec3/node12.html You should pass the flag GLUT_DEPTH to glutInitDisplayMode    Never mind, seems like someone said it before I did.
  11. Have you use OpenGL Profiler to debug your program on OSX? https://developer.apple.com/downloads/ You should be able to get a trace of OpenGL calls and context details.
  12. glDrawElements only draws the first vertex

      I followed the buffer and the first row is correct, but beyond those 8 elements, it's wrong. I'm going to redo the whole thing, but technically that first strip should of still displayed? 
  13. glDrawElements only draws the first vertex

    Well the mesh data is between 0 and 1, so I thought without any projection it should all be in the top right of the screen.  I change it to 1, 1, 1 for the color and it's still just the same pixel, good point though.