Mikael Emtinger
Mikael Emtinger
Hey! Thanks for trying it out - makes me very happy. The only reason for using Float32Arrays is for cleaness and a hope for performance boost in typed arrays in...
Auto-interleaving is up, please check it out. I'll write a post on the details tomorrow night at http://i-am-glow.com. Did you change the math objects to use Array instead of Float32Array...
Sorry for that, it's updated now. About texture objects: not really sure what you're trying to do? For example, if you like to have two textures to switch between (only...
Hey again! Just updated so matrices use Array instead of Float32Array. Please try it out. The downside with this way is that you have to load from an Array into...
Float32Array: exactly, so I'm thinking of going back to Float32Array for the "cleanness"-reason. Another way I'm considering is using a .dirty flag to keep track of if it has been...
I just reverted back to using Float32Array, so if you like, just update and it's back to how it was. Using Array adds extra complexity, and I like to keep...
BTW: the texture problem might be that you don't have the .id, which the cache is using to keep track of what is set and what isn't. Try adding: myOwnTexture.id...
Just updated the GLOW.Texture to support canvas, so now you can do... var texture = new GLOW.Texture( { canvas: myCanvas } ); Please note that url is now passed like......
Good point! (pun intended) I haven't really dealt with DrawArrays before but I guess a nice way of implementing it would be to simply NOT have elements/points/triangles/triangleFan/triangleStrip in the shader...
...or not. You need to know what type (TRIANGLE etc.) to draw. Any suggestions on how to set this up in a nice, consistent maner?