Latest vertexdata Activity
The rendering API doesn't really care, but in gltf the winding order is counterclockwise. This is reversed if you flip a mesh by scaling it by a negative amount, either along one axis or on all three.
Source: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html
When a mesh primitive u…
I'm trying to figure out how OpenGL actually calculates the beginning of each attribute using the layout info I'm providing. I concluded to an equation that seems to work when providing a layout of :
{pos, normal, coord} → {pos, normal, coord} → {pos, normal, coord} → {pos, normal, coord} …
But when …
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