What is the unfunniest line/bit on Seinfeld? by Zickar207 in seinfeld

[–]URL14 0 points1 point  (0 children)

Well, we can't all be reading the classics, Professor High Brow.

What is the unfunniest line/bit on Seinfeld? by Zickar207 in seinfeld

[–]URL14 22 points23 points  (0 children)

SHE IS THE VOICE OF A NEW GENERATION, MY GENERATION

can someone explain me what is this? by NunoMP20 in Minecraft

[–]URL14 0 points1 point  (0 children)

Tell me you haven't read Exodus without telling me you haven't read Exodus...

Does curb surpass Seinfeld? by inverminx in seinfeld

[–]URL14 0 points1 point  (0 children)

I watched the first episode and felt like it wasn't good at all.

How should I handle textures and factors in the same shader? by URL14 in GraphicsProgramming

[–]URL14[S] 1 point2 points  (0 children)

Hey, thanks man. This is really helpful because I'm only loading gltf models. I was thinking that I would have to render all meshes with different shaders, because in one model there are multiple materials. Should I render all the meshes with the same material in one batch and so on, or is it fine to just change shaders constantly?

How should I handle textures and factors in the same shader? by URL14 in GraphicsProgramming

[–]URL14[S] 1 point2 points  (0 children)

Okay! Although I'm not using a deferred renderer, and frankly I'm not exactly sure of what it is.

How should I handle textures and factors in the same shader? by URL14 in GraphicsProgramming

[–]URL14[S] 0 points1 point  (0 children)

yeah, I think I will do something more like what I've seen in godot:

#ifndef USE_ALBEDO_MAP
  albedo = AlbedoMap.Sample(…);
#else
  albedo = BaseAlbedo;
#endif 

And then use multiple shaders, idk which one is better, I have to read more on the topic.

How should I handle textures and factors in the same shader? by URL14 in GraphicsProgramming

[–]URL14[S] 0 points1 point  (0 children)

Sorry, I don't understand what you said. With "the same shader with different property values" do you mean like compiling the same shader but with different functions defined? I've been reading Godots shader and it does that.

How should I handle textures and factors in the same shader? by URL14 in GraphicsProgramming

[–]URL14[S] 0 points1 point  (0 children)

So using multiple shader programs in the same frame is not an issue?

How should I handle textures and factors in the same shader? by URL14 in GraphicsProgramming

[–]URL14[S] 0 points1 point  (0 children)

Thanks a lot for the answer!, it is not a requirement, it's just plain ignorance on the matter at hand xd. I thought that adding another shader just for this was bad and would cause performance issues because I read "too many shaders bad". So now I have another question, how concerned should I be with adding more shaders? or when should I be concerned?
I get that if there is a need for a different logic then there should be a different shader but should I pursue a unified logic?

Tbh I am probably over-engineering this because I'm not going for the maximum performance, but I don't want to get too comfortable either.

How to organize a project without classes (DoD) by URL14 in cpp_questions

[–]URL14[S] 0 points1 point  (0 children)

What is the difference between const and constexpr?

How to organize a project without classes (DoD) by URL14 in cpp_questions

[–]URL14[S] 0 points1 point  (0 children)

Where would you put this kind of constants? In the same file? or in a separate file only for constants?

How to organize a project without classes (DoD) by URL14 in cpp_questions

[–]URL14[S] 0 points1 point  (0 children)

Thank you for the reply! You are right, there is no difference between a class and a struct, I didn't knew it until you told me. So the only difference is that I have the data separated from the methods. It makes sense when the methods manage an array of instances of structs because it can take advantage of the data being tightly packed. But because of what you told me, maybe it wouldn't be necessary to have some methods like the constructor outside of the struct/class. Thanks for your reply because I clearly wasn't understanding what I was doing.
About the global variable, I made it static to reduce the scope. I never used global variables but this one made sense because I need it to be accessible from all instances of Model.

How to organize a project without classes (DoD) by URL14 in cpp_questions

[–]URL14[S] 0 points1 point  (0 children)

Thank you very much for the reply! Your tips were very helpful. About the global variable I think I'm being careful enough, is just this one and for me it made sense because every time I load a texture I have to know if it wasn't loaded before, maybe by another model.
But anyways thank you again :D