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Right now, I have a simple MacOS application with a MTKView occupying most of the window and a panel on the right to change values that affect what the MTKView renders. Currently, there is a slider ...
Evan Aaron Escobar's user avatar
1 vote
1 answer
80 views

So I'm pretty sure I'm just doing something wrong here with how I'm calling the OpenGL. I've provided an example below where about 30% of the time it shows the semi transparent vertex colored squares ...
Peter's user avatar
  • 615
0 votes
1 answer
327 views

Suppose I have 2 meshes and I used one VBO for each mesh. The vertex attributes (position, normal, color) are contained in a struct: struct Vertex { glm::vec3 position; glm::vec3 normal; glm::...
Geraldo Christiano's user avatar
1 vote
1 answer
200 views

The documentation for UpdateSubresources is here. The parameter descriptions are so minimal that they aren't very helpful to someone using the function for the first time (like me). UINT64 inline ...
Rob N's user avatar
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2 votes
1 answer
1k views

I have a C++ program that uses Direct3D to draw a 3D model. That program works as expected, i.e. images of the 3D model are properly rendered. The next step is to write a compute shader that takes the ...
ackh's user avatar
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46 views

I'm trying to learn how to program a simple 2d game using directx 11 and I have a question regarding the vertex buffer, I created a 1.0f x 1.0f square to load a 512x512 pixel texture, to create a ...
Roberto Machado Oliveira's user avatar
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2 answers
444 views

I am trying to set color per triangle. But it is not working. Only setting color per vertex works! This is what I made: <!DOCTYPE html><title>Color Per Triangle</title><style> ...
Teamur's user avatar
  • 141
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1 answer
485 views

I have a simple human face 3d model with 468 vertices. In blender stats also shows 468 vertices and 898 faces, when I import/read using Assimp, it becomes 2694 vertices(which I think 3×number of faces)...
paul 's user avatar
2 votes
0 answers
489 views

I'm experimenting with Vulkan rendering, and noticed that we can render using StorageBuffer + gl_VertexIndex instead of VertexBuffer. I've seen this in Metal API tutorials. There are any benefits of ...
Maksym Pasichnyk's user avatar
1 vote
0 answers
390 views

As a test im trying to move an animated skinned mesh up and down per vertex but it doesnt really work. without offset with offset 1 in the y Im fairly certain that the vertices im changing are before ...
BotsOP's user avatar
  • 11
0 votes
1 answer
349 views

Scene is just like above image(Sponza scene), and I think texture index for each geometry is good, but texture coordinate seems wrong I'm currently upload descriptor in descriptor heap like this : (...
Shark_Bladder's user avatar
0 votes
1 answer
441 views

I'm trying to implement a functionality where a vertex is added whenever the user clicks on the viewport. So far I've managed to draw vertices with the mouse using D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, ...
The Programmer's user avatar
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1 answer
2k views

I'm working with a tutorial to help learn Vulkan in C++, and I'm stuck trying to be able to change what my vertices are and colors. It always shows a triangle with 3 colors interpolated between each ...
Jyapp448's user avatar
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1 answer
976 views

It’s like this hip is stuck in place, with in the pictures(being at different times in the animation since I can’t upload a gif) the red wireframe is the drawing of the raw output triangles and ...
Pjbomb2's user avatar
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1 vote
1 answer
822 views

I am following Cherno's brilliant series on OpenGL, and I have encountered a problem. I have moved on from using a vertex buffer only, to now using a vertex buffer together with an index buffer. What ...
Henrik Hillestad Løvold's user avatar
2 votes
1 answer
524 views

I set up a VAO, binding vertex-buffers to it for vertex attributes, but also set index-buffer (With glVertexArrayElementBuffer). Does that restrict it so it only works with glDrawElements type of ...
Newline's user avatar
  • 993
0 votes
1 answer
491 views

I'm trying to apply a texture to a plane made up of 6 vertexes drawn using glDrawArrays() The first triangle drawn seems to be drawn correctly but the texture for the second triangle doesn't seem to ...
Vincent Del Vecchio's user avatar
0 votes
1 answer
901 views

I have multiple objects, each one of them has its own index buffer, vertex buffer, some have a different shader or texture, and all of them have the same vertex format (x, y, z, u, v, nx, ny, nz). I ...
Dave F.'s user avatar
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1 vote
0 answers
538 views

I am trying to create Vulkan support for my DX12 GameEngine, however, I've run into a problem and am not sure how to solve it. I have two kinds of meshes: a regular mesh which contains vertex position,...
TheAntsMaster's user avatar
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1 answer
142 views

I have an OpenGL project that has previously used OpenGL 3.0-based methods for drawing arrays and I'm trying to convert it to use newer methods (at least available as of OpenGL 4.3). However, so far ...
FTLPhysicsGuy's user avatar
4 votes
1 answer
223 views

I'm trying to implement model loading, but I'm stuck with one problem. When i try to draw a mesh (a single textured quad written by hand for test purposes) for some reason duplicated data associated ...
Xenophilius Mildrententus's user avatar
0 votes
1 answer
334 views

So I saw these posts DX10+ multiple vertex buffers, single index buffer and Using Multiple Vertex Buffers In DX10/DX11 and vague understood Why Directx11 doesn't support multiple index buffers in ...
yosmo78's user avatar
  • 641
10 votes
0 answers
2k views

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 a ...
Michael R. Shannon's user avatar
3 votes
1 answer
207 views

I've read that a VBO (Vertex Buffer Object) essentially keeps a reference count, so that if the VBO's name is given to glDeleteBuffers(), it isn't truly dismissed if a living VAO (Vertex Array Object) ...
Anne Quinn's user avatar
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0 votes
1 answer
1k views

I have been trying to write some classes to abstract OpenGl. So far I have written a VertexArray class that uses template functions which are working fine so far. However I have encountered problems ...
randCoder's user avatar
2 votes
1 answer
5k views

I have a spritesheet that contains a simple sprite animation. I can successfully extract each animation frame sprite and display it as a texture. However, I managed to do that by calling ...
DarthVader's user avatar
1 vote
2 answers
633 views

I'm learning OpenGL and I'm trying to understand things properly. If my understanding is incorrect at any point, please correct me. Introduction So let's say we have a triangle. This triangle has its ...
Sherlock Holmes's user avatar
0 votes
1 answer
488 views

I have two buffers I created like this: GLuint vao; GLuint vbo[2]; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(2, vbo); // 1 glBindBuffer(...
leech's user avatar
  • 388
0 votes
1 answer
938 views

I try to use 2 VBO inside a VAO and I end up with a crash (far beyond my app). The idea is to make a first VBO (and optionnally an IBO) to stucture the geometry. This worked well, until I get the idea ...
Sébastien Bémelmans's user avatar
0 votes
0 answers
231 views

Using OpenGL 4.1, I am trying to figure out if it is possible to bind a set of vertices as a vertex array and then use that same vertex data as a uniform buffer object for a shader program (or visa ...
Iron Attorney's user avatar
0 votes
0 answers
624 views

I'm trying to draw a square plane of 10 x 10 using the VBO on OpenGL. So I have a function getPlaneCoords that calculate the vertices and the indexes however the program just ends up crashing when I ...
GigaHiga's user avatar
1 vote
1 answer
387 views

I am trying to understand how to correctly draw multiple objects, and to do that i wanted to draw a cube face by face. Problem is i obviously didn't get it right because only the first face is being ...
Fra's user avatar
  • 55
0 votes
1 answer
368 views

I'm trying to create a game with WebGL. I currently have three textures, one with letters for the font, a sprite sheet for the character, and a tilemap for the world. So I have a few large textures ...
user1801359's user avatar
0 votes
1 answer
2k views

I want to draw multiple vertex arrays. This is the initialization: unsigned int va1; unsigned int vb1; void init_va1() { glGenVertexArrays(1, &va1); glBindVertexArray(va1); ...
Ababwa's user avatar
  • 141
0 votes
0 answers
75 views

Suppose I have a one big shader program and want only specific ranges of vertices/triangles rendered. What are some performant ways of doing this? Which one looks most promising? I came up with 3 ...
thehorseisbrown's user avatar
-1 votes
1 answer
569 views

I'm posting this issue as a last resort. I have read ALL similar topics from the site. Here is the problem: I'm using an older version of Three.JS (r97) and updating to latest is not an option. I'm ...
Simonobi's user avatar
1 vote
1 answer
2k views

I'm pretty sure that the vertex array is not binding the vertex buffer because if I comment out the line where I unbind the vertex buffer it works perfectly fine, which suggests that the vertex array ...
MaximV's user avatar
  • 325
0 votes
1 answer
476 views

I can't seem to find it if it exists. I've run into a problem with uniform buffers where the gl spec gives a minimum size of only 1024 locations. Is there a set minumum to the number of locations i ...
Roelin Heart's user avatar
4 votes
1 answer
8k views

Assume a vertex buffer in device memory and a staging buffer that's host coherent and visible. Also assume a desktop system with a discrete GPU (so separate memories). And lastly, assume correct inter-...
Blindy's user avatar
  • 68k
1 vote
1 answer
609 views

I am following a tutorial on OpenGL in C++ and for some reason the exact same code doesn't work for me. It is supposed to display a triangle, but it doesn't show anything.Just a blank screen. Here is ...
Korsarq's user avatar
  • 805
0 votes
0 answers
1k views

My current implementation of removing vertices from the buffer is by copying the portions of the buffer before and after the section of vertices I want to remove, into a new buffer. However this ...
Wail3Y's user avatar
  • 33
2 votes
1 answer
282 views

After some effort, I managed to draw dynamic aircraft trail using OpenGL. You may see a part of my code below: private void getTrailVertices(){ verticeBuffer = Buffers.newDirectFloatBuffer(6 * ...
Nebi Sarikaya's user avatar
0 votes
1 answer
254 views

I am writing a 3d graphics toolkit for Python and PyQt5, using PyOpenGL. I am writing my own shaders to go with it, if that helps. What I am trying to do is go from using glBegin to using a Vertex ...
AwesomeCronk's user avatar
4 votes
2 answers
2k views

I'm trying to make a simple 3D modeling tool. there is some work to move a vertex( or vertices ) for transform the model. I used dynamic vertex buffer because thought it needs much update. but ...
nocekdw's user avatar
  • 53
3 votes
1 answer
2k views

If I have a vertex shader that expects this... layout(location = 0) in vec3 aPos; layout(location = 1) in vec4 aBoneWeights; layout(location = 2) in vec4 aBoneIndices; How do I pass a a VBO that is ...
tobaroony's user avatar
0 votes
1 answer
276 views

There are index and vertex buffers like the ones described here to draw triangles. Frequently in my code, I need to lookup which triangles share a specific vertex. The most basic approach is: To loop ...
Megidd's user avatar
  • 8,233
0 votes
1 answer
475 views

I want to imlement simple bullet trail (in OpenGL-ES 2-3) system that will allow use different textures or materials for different trails, so it means, that that trails meant to be rendered in ...
Zveroid's user avatar
  • 31
2 votes
1 answer
599 views

Notice how my program draws a single triangle, but instead what I am trying to express in code is to draw a square. My tri_indicies index buffer object I believe correctly orders these elements such ...
greg's user avatar
  • 1,222
1 vote
1 answer
1k views

Writing an OpenGL program to draw a square on screen, but running into an invalid value error. The error occurs on the call MyGLCall(glVertexAttribPointer(i,. MyGLCall is an abstraction of GLCALL to I ...
greg's user avatar
  • 1,222
1 vote
1 answer
460 views

When binding an attribute index using glVertexAttribPointer, what happens when an associated program does not contain an attribute at said index? Is the behaviour undefined, or is the attribute ...
invertedPanda's user avatar

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