(I did find it after)
(I did find it after)
I didn't realize you can't check for offscreen vertices in the vertex shader - it sees one vertex at a time, not the whole triangle, so it must be done in the geometry shader.
After a saga I was able to get it working, but was not easy!
I didn't realize you can't check for offscreen vertices in the vertex shader - it sees one vertex at a time, not the whole triangle, so it must be done in the geometry shader.
After a saga I was able to get it working, but was not easy!
I've added accurate rendering features like vertex wobble, affine texture mapping, and gouraud shading.
It's early, but excited to make it this far!
github.com/hyperchomp/p...
I've added accurate rendering features like vertex wobble, affine texture mapping, and gouraud shading.
It's early, but excited to make it this far!
github.com/hyperchomp/p...
(or sort of kind of a trebuchet)
(or sort of kind of a trebuchet)
This is the start of a bigger passion project of mine and has a pretty robust abstraction layer built around it believe it or not, but more to come on that later
This is the start of a bigger passion project of mine and has a pretty robust abstraction layer built around it believe it or not, but more to come on that later