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Questions tagged [vertex-arrays]

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So I have this middle-large mesh that is composed from vertices and respective indices. At some point I need to add new ones and remove some. But that brings me into trouble. Because if I have, for ...
Janis Taranda's user avatar
2 votes
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I want to make a function like areColliding which takes two polygons as args. I also want to cover cases like and the dreaded because I am trying to create a ...
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1 vote
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I'm considering two different approaches to vertex buffer management in my OpenGL game engine. The first one seems to be pretty usual, but I haven't seen the second one being proposed or used anywhere....
Jacajack's user avatar
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How general should vertex array objects be? I'd like to plan ahead and avoid a major revision down the road. I'm having a hard time wrapping my head around a few (possibly conflicting) pieces of ...
Felix's user avatar
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I am creating a level for my game and currently, there is a Tile class where I have a black RectangleShape rendering without any weirdness, except when I look at the FPS, its 200. Now, I have a pretty ...
Ameer Ali's user avatar
2 votes
1 answer
407 views

Imagine yourself a vertex array in OpenGL representing blocks in a platform game. But some vertices may be not used. The environment is dynamic, so there always some vertex may suddenly become ...
Franz Wexler's user avatar
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1 answer
445 views

How do i stream to a vertex buffer using Direct State Access? I want to update my vertex buffer of matrices every frame so i can use it in my Shader. This is how i specify my buffer. I do this once ...
simulate's user avatar
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I'm a fresher on engine programming. I have a question of how we can get the vertices buffers of vertex formats from the mesh file. For example, in OBJ file or FBX file, we save the positions, ...
LLL's user avatar
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3 votes
2 answers
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so I've been trying to create a simpler way to draw polygons and and have come across the following issue: When I call glBindVertexArray(m_VAO); it throws a ...
Moo's user avatar
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I'm new and trying to draw a very simple quad with VAO and GLSL. My definitions: ...
LongLT's user avatar
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Is there any other recommended data I should store in the vertex buffers aside from a vertex' coordinates, normals and texture coordinates? For example data I'd need for a feature that almost every ...
Moritz Gunz's user avatar
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1 answer
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I have successfully loaded a triangulated Wavefront (.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, UV coords, and normals. The last three have the indices stored for ...
Jordan LaPrise's user avatar
2 votes
1 answer
697 views

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 one ...
Merni's user avatar
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I'm working on a particle system using transform feedback, and I would like to know if it is possible to render to anything other than floats, like halfs, using Transform Feedback (OpenGL 3.3)? It ...
user1032861's user avatar
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I'm practicing primitives rendering in XNA and I want to create something like pipe or tunnel. I have base class called PipeSegment from which I inherit classes like RotatingSegment and NormalSegment (...
Nikola Ninkovic's user avatar
3 votes
1 answer
1k views

How do you implement per instance textures, vertex shaders, and pixel shaders? Given: 1. Two different model templates in Vertex Buffer, Square & Triangle 2. Instance Buffer with [n] instances of ...
Wind And Flame's user avatar
4 votes
3 answers
958 views

I've combined all of my vertex data for many particles into a single array. How would I batch draw all of those particles in a manner that preserves their unique translations? Any code examples ...
BigSauce's user avatar
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2 answers
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INTRO I'm using a Java JOGL wrapper called processing.org and I have coded some environment on it and I'm quite proud of it even if it has some library stuff that I didn't know anything about it (==...
nkint's user avatar
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8 votes
3 answers
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My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 ...
sam hocevar's user avatar
2 votes
1 answer
2k views

I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into ...
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2 votes
2 answers
5k views

I've recently started reading about VBOs. If, for example, I want to draw a cube using VBOs, can I use one VBO to hold the coordinates for the 8 vertices, and another one as an index array, to ...
adivasile's user avatar
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I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube,...
Chris Smith's user avatar