Monday 13 February 2017

Shaders

For the past 3 weeks or so, we've been working a lot on Graphics, which is basically porting a lot of Mike's old code to our codebase (and cleaning it up). So far all we have to show for it is a quad, but that's good, because we've finally worked out Modern OpenGL (with VAOs and VBOs). I haven't been able to get indexing to work so far (I'm scared to even try it on complex meshes like Heather), but for a quad with 6-vertices, it'd probably actually take more system memory to get working than the 24-bytes of VRAM we're consuming! Here's a photo of the vertex and fragment shader in action.

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