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Timeline for OpenGL threaded loading

Current License: CC BY-SA 3.0

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Oct 21, 2016 at 21:39 history tweeted twitter.com/StackGameDev/status/789581991574462465
Oct 21, 2016 at 13:48 comment added Krythic I've been experimenting with an array buffer rendering mechanic. Basically I have an array of integers, which take the integer id of the models currently in the frustum. When a model falls out of the frustum its index is set to 0 in the array and skipped over. New id is added to its place. This could achieve the same thing.
Oct 21, 2016 at 13:12 answer added Damon timeline score: 3
Oct 21, 2016 at 12:27 vote accept csisy
Oct 21, 2016 at 11:59 answer added Trevor Powell timeline score: 5
Oct 21, 2016 at 9:45 history asked csisy CC BY-SA 3.0