vbo Questions
2
Solved
I am using two OpenGL contexts in my application.
The first one is used to render data, the second one to background load and generate VBOs and textures.
When my loading context generates a VBO and...
Smoot asked 17/9, 2020 at 9:2
5
Solved
I am just starting to learn OpenGL today from this tutorial: http://openglbook.com/the-book/
I got to chapter 2, where I draw a triangle, and I understand everything except VAOs (is this acronym OK...
Detoxicate asked 6/8, 2012 at 0:30
5
I am using OpenGL ES 2.0, but I think it is also relevant to non-ES: how to know what "usage" to choose when creating a VBO?
This particular VBO will be used for 1 to 4 times before completely upd...
2
Solved
I'm trying to render multiple objects in OpenGL using multiple VAO's and VBO's. To render multiple objects using the same vertices I've done it, but what I want to do is to use different vertices f...
1
I write some vertex data inside a shader to SSBO. Then I want to use the data written to the SSBO as VBOs. These will be used for the next draw call. How can this be done?
Here is, how I do it now...
Magee asked 18/7, 2017 at 18:26
2
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I am writing a plugin which renders some meshes in OpenGL.I have a Vertices array in a VBO and an Indices array in another VBO. I now want to store Normals. As a vertex, being shared between multip...
1
Solved
3
Is there a max size for vertex buffer objects binded to GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER???
Originally, I was drawing a mesh composed of 16 submeshes. For each submesh, I created a verte...
1
Solved
Can someone please explain how the indices are generated for triangular mesh?
The programme generated array of vertices for sphere object, and indices are generated to be drawn using glDrawElement...
2
I am having trouble getting my level data to appear on the screen. I have my shader in use rendering a cube correctly but not the level.
Here is the setup for my VBO, VAO and IBO:
void ZoneMesh::...
2
Solved
As far as I understand it: A VAO represents a certain state. If I bind a VAO, add some VBOs and element buffers for indicies and stuff I can save a certain state of the object(s) I want to draw and...
Grallatorial asked 8/4, 2015 at 13:1
3
Solved
The title says everything, but just to be clear I'll add some extra words.
In this case, resize means:
getting more storage space at the end of the old vbo
saving the old data at the front
(hop...
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...
3
Solved
If I have a model that's vertices constantly change and thus I need to rebind all the information on my VBO every frame would it be more performant to use immediate mode? Or is the fact that all th...
3
rather than post lots of code, I will phrase this question intuitively. I hope you understand what I am getting at.
I am making a game and in the code I have a model class that loads a model and ...
1
Solved
private int vbo;
private int ibo;
vbo = glGenBuffers();
ibo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, Util.createFlippedBuffer(vertices), GL_STATIC_DRA...
2
Solved
1
I'm learning opengl shaders with AndEngine , my goal is to make DynamicSpriteBatch with some lightshader where light position will be passed throught vbo to each draw call in spritebatch so i can m...
4
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2
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I am trying to understand these two, how to use them and how they are related. Let's say I want to create a simple terrain and a textured cube. For both objects I have the array of triangles vertic...
1
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I am trying to use VBO and Instancing mechanism the most efficent way. I have a world based on voxels and I would like to draw them using least possible number of draw-calls. The code below prepare...
2
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I came from this question:
opengl vbo advice
I use OpenGL 3.3 and will not to use deprecated features. Im using Assimp to import my blender models. But im a bit confused as to how much i should s...
1
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I am using OpenGL3.2 Core Profile on OSX.
And I want to do instanced drawing (glDrawArraysInstanced), where I pass a matrix for each instance.
My vertex shader builds just fine:
#version 150
in m...
1
Solved
My code is working as it should but it might be a coincidence and I don't want to dwell on a bug later so I'm trying to keep it as clean as possible:
I do the following for initializing a mesh:
...
3
Solved
I am a desktop GL developer, and I am starting to explore the mobile world.
To avoid misunderstandings, or welcome-but-trivial replies, I can humbly say that I am pretty well aware of the GL and G...
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