opengl-3 Questions
4
Solved
I'm am learning SDL2, but I am also using the imgui library that is using OpenGL calls. From what I read on various blogs online, I can't easily mix SDL2 renderer and OpenGL calls; I either use one...
6
Solved
So I'm at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be im...
Reeducate asked 8/9, 2010 at 11:28
5
Solved
I was recently writing some OpenGL 3.3 code with Vertex Array Objects (VAO) and tested it later on Intel graphics adapter where I found, to my disappointment, that element array buffer binding is...
Spandrel asked 23/1, 2012 at 15:4
4
Solved
I have been following the tutorials at http://opengl-tutorials.org and they are brilliant so far (I'm on a Mac so I am having to use OpenGL 3.2 and GLSL 1.50 rather than OpenGL 3.3 and GLSL 3.30). ...
1
Solved
I'm now building a Voxel game. In the beginning, I use a texture atlas that stores all voxel textures and it works fine. After that, I decided to use Greedy Meshing in my game, thus texture atlas i...
Daedalus asked 10/12, 2019 at 5:1
4
Solved
I know perspective division is done by dividing x,y, and z by w, to get normalized device coordinates. But I am not able to understand the purpose of doing that. Also, does it have anything to do w...
Underlaid asked 24/6, 2013 at 7:0
1
Solved
I'm currently porting an old OpenGL 1.1 application which makes use of wireframe models to OpenGL 3.0.
In 1.1 following code is used to create a dashed line:
glPushAttrib(GL_ENABLE_BIT);
glLineS...
Charie asked 22/10, 2018 at 11:51
2
I'm using glReadPixels to get depth value of select pixel, but i always get 1, how can i solve it? here is the code:
glEnable(GL_DEPTH_TEST);
..
glReadPixels(x, viewport[3] - y, 1, 1, GL_DEPTH_...
2
Solved
We use buffer objects for reducing copy operations from CPU-GPU and for texture buffer objects we can change target from vertex to texture in buffer objects. Is there any other advantage here of te...
2
Solved
How can I render to a texture using framebuffer objects and use that texture as an input for my shader.
I need to perform this for programmable blending.
I am able to create a FBO and texture ind...
1
Solved
I'm trying to render the typical OpenGL color triangle in a gamma correct way by following this guide and consulting the SDL2 documentation on how to enable SRGB support on the default framebuffer....
1
Solved
I have seen other people's code where they only called glVertexAttribPointer() when they initialized the vao. When I do that, only the first object in my scene gets rendered, but if I call it each ...
3
Solved
Me and a friend have been having an ongoing argument about the stencil buffer. In short I haven't been able to find a situation where the stencil buffer would provide any advantage over the program...
Unnumbered asked 10/8, 2016 at 22:23
2
I am trying to load an .obj model into my c++ opengl 3 code but for some reason it gives me this error :
1>Linking...
1>.\bunny.obj : fatal error LNK1107: invalid or corrupt file: cannot read at ...
Jejune asked 4/5, 2013 at 10:56
2
Solved
If I am currently developing a game for windows using SDL and GLEW (for OpenGL 3.0+) and I later want to port my game to Android, will I have to rewrite the majority of my code to convert from Open...
Journeywork asked 16/7, 2015 at 1:51
3
Solved
I'm running that configuration :
Ubuntu 12.04
Intel HD Graphics 4000
glxinfo give me that parameters:
OpenGL renderer string: Mesa X11
OpenGL version string: 2.1 Mesa 8.0.4
OpenGL shading lang...
Paunchy asked 2/1, 2013 at 14:36
2
I'm trying to use QGLWidget in Qt 4.8.2. I noticed that the default context QGLWidget creates doesn't show any output for OpenGL above 3.1. The Qt wiki has a tutorial that demonstrates using OpenGL...
2
I have used the legacy openGL with cocoa for years, but I'm now struggling to make the transition to openGL 3.2. There are several examples in the internet, but they are all too complex (and many d...
1
Solved
I'm trying to colour 3 circles but only 3 white circles are appearing. n is 3 in this example. Each vertice has 5 points, 2 for position and 3 for color
Here is where I think a problem may lie:
...
2
Solved
I'm having trouble using vertex buffer objects without using a vertex array object.
My understanding was that VAOs are just encapsulating the state around VBOs. But shouldn't the VBOs be usable wi...
4
Solved
Im facing an issue which I believe to be VAO-dependant, but Im not sure..
I am not sure about the correct usage of a VAO, what I used to do during GL initialization was a simple
glGenVertexArrays...
1
Solved
I'm on a Mac, using Swift, and using OpenGL 3.2. I'm also using XCode 6.1 Beta so I suppose that's the most likely explanation, because it doesn't seem to me like this makes sense.
I can't find an...
1
Solved
I have a little program that render a yellow triangle twice, once on the left half of a framebuffer and once on the right side.
Dump of the texture
Now, after that I render the content of this...
Bur asked 6/8, 2014 at 9:55
1
I am rendering a scene in OpenGL in a low resolution into a framebuffer. Then I intend to draw this version onto the whole screen (upscaled with GL_NEAREST). I do this using texture blitting (glBli...
1
I'm trying to write modern OpenGL, but have hit something that bugs me.
I have this bit of code:
glUseProgram(skybox_program->id);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE...
Gyral asked 11/1, 2014 at 18:54
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