Timeline for OpenGL threaded loading
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |