vertex-buffer Questions
2
Solved
I'm working through the excellent tutorials at arcsynthesis while building a graphics engine and have discovered I don't understand VAOs as much as I thought I had.
From the tutorial Chapter 5. O...
Dahna asked 21/6, 2013 at 2:59
0
This seems like a question which has been answered throughout time for one IHV or another but recently I have have been trying to come to a consensus about vertex layouts and the best practices for...
Decomposer asked 29/9, 2021 at 4:27
1
Solved
In a typical building of a vertex-array-buffer, I am trying to pass an unsigned int attribute along side other classical ones (vertex, normal, texture coordinates...). However the value of this att...
Taker asked 9/9, 2019 at 12:54
1
Solved
I want to draw multiple line strips of different length.
All vertices are in one common buffer.
The order looks for example as follow:
v_1_1,v_1_2,v_1_3,v_2_1,v_2_2,v_3_1,.. for each vertex v_i_j...
Ringo asked 3/8, 2019 at 14:41
2
Solved
I know how to create a MTLBuffer and or MTLTexture but how do I free the GPU memory for these resources when they are no longer needed?
Bonnett asked 26/8, 2016 at 4:27
2
Solved
I can send color to shader as 4 floats - no problem. However I want to send it as integer (or unsigned integer, doesn't really matter, what matters is 32 bits) and be decomposed in vec4 on shader.
...
Layla asked 5/11, 2018 at 22:5
2
Solved
I was looking for ways to associate attributes with arbitrary groupings of verticies, at first instancing appeared to be the only way for me to accomplish this, but then I stumbled up this question...
Disproportionate asked 1/6, 2018 at 20:14
3
Solved
In a tutorial about OpenGL 3.0+, we create a Vertex Array Object and Vertex Buffer Object this way:
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(V...
Michail asked 24/8, 2017 at 11:15
1
Solved
I don't understand what the purpose is of binding points (such as GL_ARRAY_BUFFER) in OpenGL. To my understanding glGenBuffers() creates a sort of pointer to a vertex buffer object located somewher...
Shellback asked 7/10, 2016 at 16:23
2
Solved
How do you use glBufferData() in the PyOpenGL python bindings to OpenGL?
When I run the following code
import sys
from OpenGL.GL import *
from PySide.QtCore import *
from PySide.QtGui import *
fr...
Milner asked 20/6, 2012 at 18:26
1
Solved
I am new to OpenGL, and am learning about VBOs and VAOs. I'm trying to understand how to dispose/free/detach VBOs in a VAO, when I don't have the single VBO ids anymore, only the VAO.
Must I get a...
Bertine asked 6/8, 2014 at 18:29
5
Solved
In my cross platform OpenGL application I want to draw using vertex buffer objects. However I run into problems invoking glDrawRangeElements.
glDrawRangeElements(GL_TRIANGLES, start, start + coun...
Hind asked 20/4, 2014 at 0:46
2
Solved
You usually get a speed up when you use interleaved VBOs instead of using multiple VBOs.
Is this also valid when using VAOs?
Because it's much more convenient to have a VBO for the positions, and ...
Giorgi asked 17/9, 2013 at 15:19
2
Solved
I have a simple OpenGL program which I am trying to utilize Vertex Buffer Objects for rendering instead of the old glBegin() - glEnd(). Basically the user clicks on the window indicating a starting...
Torres asked 15/9, 2013 at 16:55
2
When I update my vertex array on iOS in OpenGL 2.0, the original vertex data is staying on the screen -- ie the 1st flush is persistent (the initial set of points I sent down to the GPU gets render...
Trona asked 22/9, 2012 at 1:6
2
Solved
I'm assuming this will be one of those things that is "undefined", but I can't seem to find a concrete answer from google.
Let's say in my vertex shader I have:
layout(location = 0) in vec3 vPosi...
Glaring asked 23/7, 2013 at 19:11
1
Solved
What are the pros and cons for using strided vertex buffers vs tighly packed buffers for each attribute? What I mean is for instance:
Stride: xyzrgb xyzrgb xyzrgb
Tight: xyzxyzxyz rgbrgbrgb
At f...
Sergias asked 15/7, 2013 at 17:37
2
Solved
I'm using OpenGL to implement some kind of batched drawing. For this I create a vertex buffer to store data.
Note: this buffer generally will update on each frame, but will never decrease size (b...
Nan asked 4/1, 2013 at 10:45
2
Solved
can I safely use the glm::* types (e.g. vec4, mat4) to fill a vertex buffer object ?
std::vector<glm::vec3> vertices;
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), &...
Collettecolletti asked 26/11, 2012 at 19:40
1
Solved
The following Python program should draw a white triangle in the upper right quadrant of the window.
import pygame
from OpenGL.GL import *
from ctypes import *
pygame.init ()
screen = pygame.disp...
Korykorzybski asked 1/11, 2012 at 14:48
1
Solved
I am struggling to understand how exactly VAO is handling buffer mapping.
What I'm doing could be described in this pseudocode:
SetUp:
BindVAO
BindArrayBuffer
glBufferData(GL_ARRAY_BUFFER, Expe...
Cowans asked 28/9, 2012 at 14:40
1
Solved
I want to update an object's list of vertices after a VBO has been created. I've seen both glBufferSubData and glMapBuffer and they both appear to do similar things, which means I'm now unsure whic...
Formulaic asked 3/9, 2012 at 8:31
2
Solved
What is the PyOpenGL equivalent of
#define BUFFER_OFFSET(i) (reinterpret_cast<void*>(i))
glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, BUFFER_OFFSET(offset))
If the offset i...
Lockage asked 21/6, 2012 at 6:31
1
Solved
This might be a noob question. As I understand it, glBindAttribLocation(..., AAA, ...) will bind an attribute within the program to the location ID of AAA, as long as AAA is unique. If I have the f...
Perpetuate asked 28/9, 2011 at 1:34
1
Solved
I can't figure out how to use a vertex buffer object for my terrain in opengl es 2.0 for iphone. It's static data so I'm hoping for a speed boost by using VBO. In regular OpenGL, I use display list...
Mesquite asked 28/7, 2011 at 5:2
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