On Saturday, 27 August 2022 at 03:14:57 UTC, jordan4ibanez wrote:
Well that was quick, the ~mysterious~ thing was experimenting with a more explicit manor of telling OpenGL to delete the whole Mesh because it can cause driver issues, aka, a GPU memory leak. Here is the new branch: https://github.com/jordan4ibanez/d_glfw_test/releases/tag/v1.0.2

I think I'm done with it now, that should be a good baseline.

I was very wrong, I found a HUGE oversight in the Z_NEAR and Z_FAR for the camera.
This is https://github.com/jordan4ibanez/d_glfw_test/tree/v1.0.3

The Z_NEAR was way too small.
The Z_FAR was way too big.

This was a side effect of prototyping. Causes: GL float calculation errors! Z fighting literally everywhere. It is fixed in 1.0.3.

I suppose I'll keep updating this if I find anything else, but now it seems to be functioning as expected. It would be much easier if I could edit the main forum post as I would not be bumping this back to the top of the forum.

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