Warren Moore
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Warren Moore
The above fix also seems to work (i.e., not break) on the OpenGL path on macOS: there, the uniform binding code bottoms out in a call to `glUniform1i` rather than...
> 3. For interpolating rotations, how would the most-used quaternion interpolation – slerp – be implemented? I'm not sure a bezier curve (p1/p2) can be mapped to a spherical interpolation....