Francois Trudel
Francois Trudel
Any news on the nested struct of folders feature? Looked at the changelog and PRs, but I can't seem to find anything..
Copy from the commit comment : Added a really early version of the renderers. Basically, the scheme will be that the renderers will render an "effect" to the particles. For...
I need to finish the task for the camera in order to complete this one. I need to send the matrices to the shaders as well.
Finall found out that the model matrix doesn't matter in our system because we update the vertices position directly. With a model loaded, it basically comes like a big array...
Just noticed that the issue I was attacking was because the MVP wasnt defined and it defaulted to 0 everywhere and when I multiplied it with the positions, it puts...
NEXT STEP : FIX MVP MATRIX
NOTE: As seen here https://github.com/amulware/genericgamedev-gpu-particles/tree/cpu-gpu-comparison/GenericGamedev.Pixelation The CPUSimpleParticles.cs, AlmostGPUParticles.cs and GPUParticles.cs demonstrate how you can completely render/update on the GPU. Also see how fenbf does it.
http://stackoverflow.com/questions/8608844/resizing-point-sprites-based-on-distance-from-the-camera
https://www.khronos.org/assets/uploads/developers/library/2014-siggraph-bof/KITE-BOF_Aug14.pdf
UPDATE: - Another method instead of using the geometry shader to create quads on the GPU, just send 4 vertices and us glDrawArraysInstanced to reuse the same vertices http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/particles-instancing/ -...