Credits: *Kusmas Gnu Rocket. https://github.com/kusma/rocket
*Unseens Bass lib http://www.un4seen.com/bass.html
Trying to clean up repo
Credits: *Kusmas Gnu Rocket. https://github.com/kusma/rocket
*Unseens Bass lib http://www.un4seen.com/bass.html
No excuse that it haven't been done sooner.
ho boy...wrong end to start...
As well as Materials I want to divide up the shading effects into separate functions and procedures.
And use the results in an commutative procedures which can influence what procedures todo next.
In glsl I thought it could be something like this.
MatID = 4
EffectID SpecularDiffuse =MatID + 128 + 256;
MatID = 9
EffectID Flat = MatID;
-----GLSL------
Vec3 OutColor;
main{
Matrix Materials;
GetMaterials(Materials, Matid)
Vec3 Diffuse;
Vec3 Bump;
GetArrayTextures(UV,Materials[location],Materials[layer], Diffuse, Bump)
uint CurrentEffectLevel = EffectID;
while(CurrentEffectLevel != 0)
{
switch(CurrentEffectLevel )
case: < 256
{
Color = CalculateSpecular(Vec3 Diffuse,Vec3 Bump)
CurrentEffectLevel =- 256;
}
case: < 128
{
Color = max(CalculateSpecular(Vec3 Diffuse,Vec3 Bump), Color)
CurrentEffectLevel =- 128;
}
case: < 32
{
Color = max(Something(Vec3 Diffuse,Vec3 Bump), Color)
//skip diffuse
CurrentEffectLevel = 0;
}
//we wont have an endless stream of procedures.
case: < 16
{
color = Diffuse
}
}
Return Color;
}
Thousand of pointlight being released from dodecha hedron.
I figure the best way is for it to be calculated by the parent when the matrix is dirty.
Question is when it is to be used can it multiplied to the child nodes combo-matrix?
The example I saw multiplied it to the rotation matrix during the combo-mat assembly.
//Task find out why this function does not work in release with visual studio c++ compiler2015
//the first value in the array allways returns "-nan" here I recreated the functionality withouyt using m3dTransformVector4;
//m3dTransformVector4(targetPos, &eyeAbsInv[0], &targetTran[0]);
the product targetPost allways returns a "-nan" at targetPos[0]
To solve this i simply recreted the functionality withing targetnode, and it works but its still a mystery.
the rest of the product[2],[3] was correct.
Hopefully this can be accomplished within the Geometry pass.
Utilize the view matrix uniform.
First I need a way to make the target textures and attachment(including the main ones) to be easy to get.
Question 1: shall I seperate the depth/stencil (Attachment 4) from the Geometry FBO/pass
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