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Guus Sliepen authored
A face of a cube can be represented by two vertices. This allows the geometry shader to generate a quad and calculate the surface normal. In the VBO, the w component of every second vertex can be used for something different than the texture coordinate. It is now used to contain lighting information. Instead of a 2D texture atlas, this version also uses a 3D texture, which removes the need to implement texture wrapping in the fragment shader.
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