Turo Lamminen

Results 151 comments of Turo Lamminen

You probably want this: https://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/

@Baron-von-Riedesel Are you going to merge this?

I tested this on Linux with Valgrind. Let the demos play, started a new game, warped to level 09 and ran around a bunch. No errors. Needs a simpler repro.

Let the demos play once through, new game, warped through levels 1-9. Ran around level 9 a bunch with IDDQD and IDCLIP on. No crashes or Valgrind errors.

This also breaks reproducible builds and generates a warning from clang `-Wdate-time`.

Comparing floats with `==` is dangerous. What happens if the values are negative zeroes instead of positive zeroes? What if they're sufficiently small (around `FLT_MIN`) that calculating the length still...

0.5 is way too big for this use case. Tangents are supposed to be unit-length.

Can be correctly loaded with `assimp info` and converted to .fbx with `assimp export`. No errors with Valgrind. Error is most likely in your code.

You didn't show your shader. It might be broken. Use RenderDoc or PIX to debug your rendering. This is probably not an assimp bug.

Your shaders look OK. I have no idea where the bug is. Use RenderDoc or PIX.