Today wraps up all the capstone work I need to do for break!
Seriously. I think I've finally pinned down most of the warnings that are showing up during the build, and only have some concerns using cached lighting on an elevator blueprint that we borrowed from someplace else that didn't make the conversion too well.
As for studying? Just brushing up on model-view-projection transformations, and when I should make sure to actually use the shader before setting up the uniform loading calculations. The projection is usually a uniform that doesn't need constant changing per frame (unlike model or view movement), so I wanted to keep it out of the main loop. Problem was, the proper shader use method wasn't outside of the loop either. Now we have plenty of moon cubes rolling around the screen over time:
What's next? Fluid and player-input controlled camera movement; then we can get back onto lighting!
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