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opengl

0

Mipmapping: effects of not having it and OpenGL implementation

Posted on June 17, 2020 by xphere

Today I want to share the reason you should implement mipmapping in your engine/renderer. The definition of mipmapping is basically a set of pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same… Continue Reading →

code code, opengl
9

Bones animation with OpenGL, ASSIMP and GLM

Posted on May 28, 2019 by xphere

Probably you have started a 3d engine, based in some tutorials like the one in learnopengl.org, they are really great! I did it! 🙂 As you know, normally the engine goes bigger and bigger (and better), and you trend to… Continue Reading →

code, demoscene animation, assimp, bones, code, demoscene, opengl, skin
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