Triplanar terrain texturing with GLSL
Stretched textures on vertical triangles is one of a million possible bugs when texturing terrain with shaders. To fix it we need to recalculate texture coordinates in 3 projections: x, y and z.
Stretched textures on vertical triangles is one of a million possible bugs when texturing terrain with shaders. To fix it we need to recalculate texture coordinates in 3 projections: x, y and z.
Recently I needed to fix a bug where a mx:TextArea was always dirty. The reason was a text with line breaks like:
In this introduction we’re looking at the basics of OpenGL and how presentation is working in practice.
In this introduction we’re looking at the basics of OpenGL and how transformations are working in practice. In OpenGL, a robot arm is the perfect example for excersizing with the transformation matrix.