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...
Nightmare asked 5/5, 2015 at 15:32

2

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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...
Androsterone asked 5/11, 2014 at 21:59

1

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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

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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...
Permanency asked 10/3, 2011 at 16:48

1

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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 ...
Corsiglia asked 25/7, 2013 at 7:17

2

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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...
Telluric asked 23/7, 2013 at 11:42

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...
Signalment asked 29/4, 2013 at 3:37

1

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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. ...
Linalinacre asked 17/6, 2013 at 16:25

1

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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().
Equate asked 5/6, 2013 at 21:32

2

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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...
Aylmer asked 28/3, 2012 at 21:43

2

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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...
Foppery asked 14/3, 2013 at 9:49

1

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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...
Eckard asked 9/8, 2010 at 10:43

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...
Hamilton asked 24/3, 2012 at 3:27

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

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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

1

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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...
Sumerlin asked 30/3, 2011 at 8:17

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