Timeline for OpenGL VBO Additional Attributes
Current License: CC BY-SA 3.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 16, 2013 at 13:10 | vote | accept | Basaa | ||
| Mar 16, 2013 at 1:12 | answer | added | Nicol Bolas | timeline score: 1 | |
| Mar 15, 2013 at 16:45 | comment | added | House | @Basaa Come to the GDSE chat room, I don't use Skype :) | |
| Mar 15, 2013 at 16:43 | comment | added | Basaa | Btw, @Byte56, Age of Goblins looks awesome, and I have one more question about the block selecting system, would you mind adding me on Skype? Masterleik. Would really appreciate it! :) | |
| Mar 15, 2013 at 16:29 | history | edited | Basaa | CC BY-SA 3.0 | added 85 characters in body |
| Mar 15, 2013 at 16:24 | history | edited | Basaa | CC BY-SA 3.0 | added 685 characters in body |
| Mar 15, 2013 at 13:27 | comment | added | House | @NicolBolas I suppose we're both correct then. OP may be implementing smooth lighting to have lighting information per vertex, or "blocky lighting" and having lighting per block. We'll just have to wait for more details. | |
| Mar 15, 2013 at 13:22 | comment | added | Nicol Bolas | @Byte56: "I want to send the light value of each block" Note the singular "value". A block is not a vertex. | |
| Mar 15, 2013 at 13:18 | comment | added | House | @NicolBolas "...how can I send attributes per vertex..." Sounds like it's per-vertex no? | |
| Mar 15, 2013 at 7:44 | comment | added | Nicol Bolas | @Byte56: It's not quite the same thing. He's talking about getting more arbitrary data, not really per-vertex data. | |
| Mar 14, 2013 at 18:28 | review | Close votes | |||
| Apr 30, 2013 at 22:57 | |||||
| Mar 14, 2013 at 18:09 | comment | added | House | possible duplicate of Access vertex data stored in VBO in the shader | |
| Mar 14, 2013 at 17:41 | history | asked | Basaa | CC BY-SA 3.0 |