PatchBox r278 – Shaders and More City Scapes
The city scape I’m working on is progressing.
After reading up some more on OpenGL 3.0, and noting the depreciation trend, I decided to make some fairly heavy duty changes to the PatchBox engine – namely make as much of the rendering take place using shaders.
Every bit of geometry can now have it’s own independent shader, or share instances with others.
I’m still toying with the idea of utilising VBO’s but the dynamic nature of the geometry may require a bit of overhead to alloc/dealloc space from a pool of vertexes/normals/etc…
The red and green tinge to the buildings is caused by my debug render shader that shows the texture mapping coordinates.
