Handy hint!
After VPR, there's buffer options, & after that a single drop down arrow. Here you can turn on things like the Opengl overlay, & put a wireframe on the display, (in this example, a cel shaded final render)
Ideal for seeing where stuff is, best of both worlds.
Handy hint!
After VPR, there's buffer options, & after that a single drop down arrow. Here you can turn on things like the Opengl overlay, & put a wireframe on the display, (in this example, a cel shaded final render)
Ideal for seeing where stuff is, best of both worlds.
💸 Por R$ 2.943,99
🛍 Kabum BR
🔗 https://www.awin1.com/pclick.php?p=41520551607&a=2831258&m=17729
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💸 Por R$ 2.943,99
🛍 Kabum BR
🔗 https://www.awin1.com/pclick.php?p=41520551607&a=2831258&m=17729
- Anúncio
💸 Por R$ 2.939,90
🛍 Amazon
🔗 https://www.amazon.com.br/dp/B0F7HZ9QSZ?tag=buscatech0b-20&linkCode=osi&th=1&psc=1
- Anúncio
💸 Por R$ 2.939,90
🛍 Amazon
🔗 https://www.amazon.com.br/dp/B0F7HZ9QSZ?tag=buscatech0b-20&linkCode=osi&th=1&psc=1
- Anúncio
Optimized my rhythm game & my editor now has BPM markers.
Also learned a lot about audio & a bug with openGL 🐱
#gamedev #opengl #rhythmgame #software #programming
Optimized my rhythm game & my editor now has BPM markers.
Also learned a lot about audio & a bug with openGL 🐱
#gamedev #opengl #rhythmgame #software #programming
> こちら(Flutter)の OpenGL ES(ANGLE 経由)の GLSL には、テクスチャとサンプラを分ける書き方がありません。テクスチャ 1 枚ごとに枠を 1 つ使うので、16 枚(flutter_scene では 15 枚)でつかえます。
知らない情報過ぎる
> こちら(Flutter)の OpenGL ES(ANGLE 経由)の GLSL には、テクスチャとサンプラを分ける書き方がありません。テクスチャ 1 枚ごとに枠を 1 つ使うので、16 枚(flutter_scene では 15 枚)でつかえます。
知らない情報過ぎる