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There is a little setup to get this to work correctly, and a few different approach's that can be taken. First the image needs to somehow mark the texel's in the image that need to be shown as the background color. If this isn't done and the generic background color is chosen such as black, vec3(0,0,0), then the background color will bleed through anyplace ...


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Just to show a 1:1 comparison to help people easily understand the new functions: 1). create 2). bind 3). allocate 4). upload 1: glGenTextures(1,&tex); 2: glBindTexture(GL_TEXTURE_2D,tex); 3: glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w,h, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); 4: glTexSubImage2D(GL_TEXTURE_2D, level, x,y,w,h, GL_BGRA, GL_UNSIGNED_BYTE,...


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While OpenGL's organic growth as an API has led to some inconsistencies regarding the naming of things, the API here means what it says. location means location, and binding means binding. As such, a function named glGetUniformLocation should be expected to return the location of the uniform, not the binding. When introspecting GLSL, there are several ...


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Note that there is a little extra info here to (hopefully) provide the info need to understand the answer at the end. Plus I don't know of any sources that give all the solution in one place.... Vulkan clip space has [1, -1] for the y axis where OpenGL has [-1, 1] so just multiplying the perspective matrix [1][1] value by -1 will "correct" the ...


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