If I am not mistaken, if you split the buffers... so vertices in one, colours in another and texture coords in another, then then stride/offset can remain as 0
@artie59135 жыл бұрын
thank you for the video and for this playlist!
@Sedokun5 жыл бұрын
8:22 WIDTH Only valid for images that have clipping UV. And only for GL version 2.1 (legacy) and can be 0 or 1. For the rest - only 0.
@sreyascreations24983 жыл бұрын
how to set up stb_image in code block? pls...
@pxolqopt35973 жыл бұрын
dude just switch to msvc it is superior in every wau
@alexjulius692 жыл бұрын
Download stb_image.h header file from the internet and paste it to your solution's root folder, then just do #include "stb_image.h"
@JarppaGuru3 жыл бұрын
2:49 by no logic lol. mayby idea was change those invidually lol now its water shader get it?
@rokasbarasa13 жыл бұрын
If anyone is struggling with Rust version of importing and applying texture: let data = image::open(&std::path::Path::new("C:\\Users\\Rokas\\Desktop\ ust minecraft\\minecraft_rust\\texture.png")).unwrap().into_rgb(); let (width ,height) = data.dimensions(); let img_data = data.into_raw(); let img_ptr: *const c_void = img_data.as_ptr() as *const c_void; gl::TexImage2D( gl::TEXTURE_2D, 0, gl::RGB as i32, width as i32, height as i32, 0, gl::RGB, gl::UNSIGNED_BYTE, img_ptr ); This would give you some basic functionality using the "Image" crate
@rokasbarasa13 жыл бұрын
Also, if image is crooked or grey make sure the width and height is divisible by 2 or 4