Questions tagged [vao]
Use for questions about Vertex Array Objects (VAO).
33 questions
1 vote
1 answer
182 views
Are VAOs in OpenGL just a trick to make fewer bind calls?
From everything I've researched, Vertex Array Objects (VAOs) are essentially just a trick, based on the fact that OpenGL keeps some kind of internal stack, so that when you bind the VAO, which ...
0 votes
0 answers
134 views
How to add ambiant occlusion to a mesh created by script
We created a mesh point by point with a script (a huge mesh), and we would like to add ambiant occlusion to this mesh. We use Unity 2019.1.6 and the LWRP template. we already tested the unity ambiant ...
2 votes
2 answers
797 views
How does OpenGL know which buffer to draw?
I have been trying out some OpenGL things and was wondering something: How does OpenGL know which buffer to draw when glDrawElements is called (since there are ...
0 votes
1 answer
372 views
What are the different attributes of a vertex array object (VAO)?
What are the 16 attributes of a VAO? 0. vertex position 1. vertex colours 2. normal vector 3. texture coords 4. ??? 5. ??? 6. ??? 7. ??? 8. ??? 9. ??? 10. ??? 11. ??? 12. ??? 13. ??? 14. ??? 15. ???
0 votes
1 answer
578 views
Storing rendering data for voxel game 1 VAO and VBO or 1 for every chunk
I have a minecraft style voxel game with placing and digging blocks. it runs at 400+ fps on my computer but when I added semi-transparent water it started running at ~40 fps. so a time per frame ...
0 votes
1 answer
445 views
Streaming to VAO VertexBuffer using OpenGL Direct State Access for Instancing
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 ...
2 votes
1 answer
623 views
Porting deprecated OpenGL to "modern" issues
In relation to my previous question: Rendering without VAO's & VBO's? I came to realize that i have completely to port the example in modern OpenGL with VAO's and VBO's . So their ...
1 vote
1 answer
2k views
Best strategy on VAO and texture coordinates for voxel rendering?
I'm working on a game that has to render a large amount of cubes (voxels) with OpenGL. All cubes have the same geometry (so I can re-use the vertex position VBO) and a single sprite sheet texture is ...