opengl-4 Questions
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...
2
Solved
When created, do VAOs track just VBO indices (via glBindVertexBuffer), or also which VBO names are bound to those indices? If I specify a binding index of, say, 0 using glVertexAttribBinding during...
1
Solved
I want to render filled circles of a dynamically varying radius around a set of points whose 2D coordinates are stored in a VBO. So far I was using GL_POINT_SMOOTH, but having now shifted to OpenGL...
Isomorph asked 24/11, 2014 at 5:20
5
Solved
There are already a number of questions about text rendering in OpenGL, such as:
How to do OpenGL live text-rendering for a GUI?
But mostly what is discussed is rendering textured quads u...
1
Solved
ARB_texture_storage was introduced into OpenGL 4.2 core.
Can you explain what immutability for texture objects means?
Why it is better from the previous texture usage and what are disadvantages ...
2
Solved
Okay, so I already know why I need GLEW, but only up to a point.
If I am using modern OpenGL stuff, probably from version 3.0 onwards, and/or am using the Core Profile, then GLEW is required as wi...
2
When do I use the STD140 for uniform blocks in OpenGL?
Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared".
Is it just prefere...
1
Solved
I am reading about Texture Views in the new Red Book.
On the page 322 is said:
OpenGL allows you to share a single data store between multiple
textures,each with its own format and dimensions.
...
1
Solved
How can I get the name of the currently bound Vertex Array Object?
I looked in the manual but couldn't find an enum to use with glGet().
2
Solved
Lets say I have 2 species such as humans and ponies. They have different skeletal systems so the uniform bone array will have to be different for each species. Do I have to implement two separate s...
2
Solved
I do update to a texture2D in OpenGL 4.0 using gltexSubImage2D().The texture has mipmaps auto generated using
glGenerateMipmap(GL_TEXTURE_2D);
My texture update was failing till I understood I...
1
Solved
I had some 3D code that I noticed wouldn't render in a strict core profile but fine in a "normal" (not explicitly requested-as-core-only) profile context. To isolate the issue, I have written the s...
Dubbing asked 25/10, 2012 at 5:29
11
I know there are some question about learning OpenGL.
Here is what I know:
math for 3D
3D theory
Here is what I want to know:
- OpenGL 4.0 Core profile (or latter)
- Shader Language 400...
2
What I'm trying to do is load a texture into hardware from a single channel data array and use it's alpha channel to draw text onto an object. I am using opengl 4.
If I try to do this using a 4 ch...
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
3
Solved
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...
1
Solved
I want to use some of the features of OpenGL 4 (specifically, tessellation shaders and newer shader language versions) from WebGL. Is this possible, in either a standards-compliant or a hackish way...
© 2022 - 2024 — McMap. All rights reserved.