opengl-3 Questions

2

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I found Gwen a few days ago and thought it looked like the perfect GUI toolkit for my project. But oh, dear, look at all that OpenGL 2 code in the renderer. So I thought I'd write an OpenGL 3 rende...
Tor asked 7/9, 2011 at 20:29

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I'm trying to use vertex arrays to draw a reasonably large mesh, containing a large number of vertices. The textures have been determined from these and it's easy enough to draw in immediate mode a...
Strutting asked 2/9, 2011 at 15:10

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I'm trying to update my engine that used to use OpenGL 2.x style vertex arrays to work with OpenGL 3.x, which means updating to VAOs/VBOs. I think I'm not binding to VBO's properly. Read below for ...
Budde asked 1/9, 2011 at 21:45

1

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The core of code (displaying red rectangle): //bind program, set uniforms, bind vbo glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,0); glDrawArrays(GL_TRIANGLES, 0...
Recreant asked 20/6, 2011 at 16:0

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I'm trying to draw a quad for a background (2D) using OpenGL 3.x+. Quads are deprecated, so the goal is to use two triangles to make a rectangle that fills the screen. It's working, but I'm not 100...
Sulphate asked 29/4, 2011 at 2:14

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I'm working on some cross-platform desktop application with heavy 2-D graphics. I use OpenGL 2.0 specification because I need vertex shaders. I like 3.2+ core API because of it's simplicity and pow...
Spike asked 31/3, 2011 at 11:50

1

I understand that OpenGL 4 and 3 are fairly similar, especially 3.1 and 4.1. With both being essentially released together, it can be difficult to understand the rationale for OpenGL 4.0/4.1....
Divide asked 27/1, 2011 at 8:8

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In the fancy new versions of OpenGL (3.0 and 4.0 up), built-in vertex attributes like gl_Vertex are being deprecated. The "new way" to actually render anything is to specify your own vertex attribu...
Tenotomy asked 12/1, 2011 at 5:50

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Is it possible to achieve flat shading in OpenGL when using glDrawElements to draw objects, and if so how? The ideal way would be to calculate a normal for each triangle only once, if possible. T...
Blenny asked 19/5, 2011 at 9:40

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This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: ...
Sansen asked 9/3, 2011 at 9:4

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As we all get to know eventually, the specification is one thing and the implementation is another. Most of bugs we cause ourselves, but sometimes that's not the case. I believe it'd be useful to ...
Disenfranchise asked 27/11, 2010 at 14:17

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Can anyone suggest a guide for learning the OpenGL 3.2 core profile? The SDK is hard to read, and most of the guides I have seen only taught the old method.
Durrell asked 19/9, 2010 at 15:51

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To what extend does OpenGL's GLSL utilize SLI setups? Is it utilized at all at the point of execution or only for end rendering? Similarly, I know that OpenCL is alien to SLI but assuming one has ...
Snips asked 11/9, 2010 at 15:0

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I noticed that unless I re-call VertexAttribPointer, there's not input to shaders after a BindBuffer. Is that necessary? The shaders may not change in writing but only the buffers used.
Announce asked 8/9, 2010 at 7:57

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I'm working on a C++ cross-platform OpenGL application (Windows, Linux and MacOS) and I am wondering if some of you could share some advices on porting a large application to OpenGL 3. The reason I...
Hendren asked 3/6, 2010 at 14:15

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I was shocked when I read this (from the OpenGL wiki): glTranslate, glRotate, glScale Are these hardware accelerated? No, there are no known GPUs that execute this. The driver computes th...
Kizer asked 26/4, 2010 at 12:32

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