Post AdddpdvZhmnetaHOwy by popolon@pleroma.popolon.org
(DIR) More posts by popolon@pleroma.popolon.org
(DIR) Post #AdAlt7i6XfRzQJmXDc by popolon@pleroma.popolon.org
2023-12-25T15:58:19.261428Z
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For people that studied #matrix and #Geometry in mathematics studies and that want to use #GLSL vertex #shaders. In this case:Matrix are defined in column first (one column by line of array)Transformation matrix is premultiplied to vector (homogeneous matrix at left), not postmultiplied (homogeneous matrix at right)Probably related to how #SiliconGraphics hardware worked at the time of their creation of #OpenGL (and maybe still more optimal to have this?). Anyway, knowing this allow to make things rotate in the needed order ^^.Beside this I managed to produce, using #LÖVE + #Lua, GLSL shaders, some glitchs that multiply with instances, probably doing some ref to uninitialized memory 😅. I wonder if there is a bug in a Mesa driver to add to my own bugs, that allowed some access to same parts of memory between the instances of the same code?simple triangle rotating using …Glitch with single instanceimrpoved glitching ^^ with 3 in…
(DIR) Post #AdBa9zJg01Im1MahPc by popolon@pleroma.popolon.org
2023-12-26T01:21:40.908534Z
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Finally managed to mix/coordinate some basic GLSL vertex shaders (only rotation here) +fragment shaders (texture effects) so. Need to do something more appealing, clean sources and make a simple and short tutorial to have a minimal boilerplate, understandable easily in #Lua with #LÖVEa regular hexagonal shape rotat…
(DIR) Post #AdddpdvZhmnetaHOwy by popolon@pleroma.popolon.org
2024-01-08T14:14:43.041999Z
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Forgot to mention, that I put the source code, I think, well commented, in libre access on FramaGIT repositoryhttps://framagit.org/popolon/love_shaders