Next up I'll create an .OBJ loader that takes an initialized IGB as a parameter with storage offsets.
🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
I've created a simple semi-flexible class to manage indexed geometry buffers. It allows the client to choose between hardware buffers or local buffers which it manages and defaults to when hardware buffers aren't available. This is all new to me having been in DirectX world for so long. Hardware buffers are not mapped to local pointers rather I opted to force the client to keep a local copy. I did this because from what I can tell it will be a faster solution. To keep things simple the class enforces vertex attribute order. Attributes available are vert, color, uv, normal, tangent, and bi tangent which are interleaved into the vertex buffer. It is able to pass these vertex attributes to shader programs though this is as yet untested. Index buffers are made of 16 bit indices.
Next up I'll create an .OBJ loader that takes an initialized IGB as a parameter with storage offsets.
Next up I'll create an .OBJ loader that takes an initialized IGB as a parameter with storage offsets.
Previous Entry
Cult of Gameplay
Advertisement
Latest Entries
OpenGL Indexed Geometry Buffer
1807 views
Cult of Gameplay
1371 views
Cross Platform Is Working
1457 views
Start up the engine
1408 views
Gathering some art
1331 views
Making a game
1282 views
ImageMagick Magick++ to HBITMAP using C++
2556 views
Problems != Good Sleep
1286 views
Cylindrical Texture Mapping
1575 views
Daemon (novel)
1385 views
Advertisement