Posted
about 9 years
ago
PS: I put multitexturing in the title because later I will need to use a different texture unit but for now I am sticking to GL_TEXTURE0.
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Posted
about 9 years
ago
Two important reasons:- LWJGL needs a replacement for ImageIO, because ImageIO depends on AWT. AWT brings in a ton of overhead and is incompatible with GLFW on OSX. stb comes with image reading, resizing and writing capabilities.- Many LWJGL users ne...
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Posted
about 9 years
ago
The LWJGL nightly builds include nightly builds of GLFW, so we already have most (if not all) of GLFW 3.1.2.
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Posted
about 9 years
ago
First of all this is in no way a criticism of LWJGL, I was just wondering why it was includedfrom my perspective I've often found that many tasks can be done quicker and certainly more conveniently using "pure" Java code, especially by the time you've...
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Posted
about 9 years
ago
Hello,It would be nice to have the latest GLFW integrated in the repos.thanks gustav trede
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Posted
about 9 years
ago
Quote from: spasi on October 11, 2015, 19:14:18Try using glfwWindowHint to specify the OpenGL version explicitly.
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Posted
about 9 years
ago
https://www.youtube.com/playlist?list=PLRIWtICgwaX0u7Rf9zkZhLoLuZVfUksDPI think tut 5 and 6 will answer your question, or at least give you some idea of one way it can be done.And his tuts are based on the modern dynamic rendering pipeline using shad...
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Posted
about 9 years
ago
I see you are using an engine based on ThinMatrix tutorials, cool .. https://www.youtube.com/playlist?list=PLRIWtICgwaX0u7Rf9zkZhLoLuZVfUksDPYour download link is not working so i can't take a closer look, but maybe your problem is with the loade...
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Posted
about 9 years
ago
I would suggest you take a closer look at this .. https://www.youtube.com/watch?v=VS8wlS9hF8E&list=PLRIWtICgwaX0u7Rf9zkZhLoLuZVfUksDPThinMatrix takes the extra time to explain things in detail, and he also uses the new dynamic rendering pipeline, whic...
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Posted
about 9 years
ago
It's hard to tell from your images whether it is wrong or right.However, there are a few things with your shader:First, you cannot transform your "normal" simply by your model and view matrices. This is probably the biggest issue.A normal is not a p...
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