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#
# cocos2d-x v3.0 renderer
#
# for further info read: https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit#heading=h.3kpkd5ktk6p1
#
# Populates the VBO.
# It stops if the command is a group or if
# the VBO's capacity is not enough for the current Quad Command
@track3r
track3r / objmap.hx
Created December 21, 2017 09:29
Object hash bug
import haxe.ds.ObjectMap;
class ComponentA
{
public var a: Int;
}
class ComponentB
{
@track3r
track3r / output.log
Created December 21, 2017 09:31
Objmap test output
h: 0x10c880330 new
h: 0x10c880330 set: 0
h: 0x10c880330 set: 1
h: 0x10c880330, not found 1
h: 0x10c880330 set: 2
h: 0x10c880330, not found 2
h: 0x10c880330 set: 3
h: 0x10c880330, not found 3
h: 0x10c880330 set: 4
h: 0x10c880330, not found 4
@track3r
track3r / GridDrawer.cpp
Created July 22, 2020 19:45 — forked from roxlu/GridDrawer.cpp
Probably the most basic example of using Texture Buffer Objects (TBOs) with openGL
#include "GridDrawer.h"
#include "Grid.h"
GridDrawer::GridDrawer(Grid& grid)
:grid(grid)
,grid_prog(0)
,grid_vbo(0)
,grid_vao(0)
,u_projection_matrix(0)
{
UnityEditor.Build.Content.ContentBuildInterface.SetGarbageCollectionMemoryIncreaseThreshold