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Results for opengl vertex buffer
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3 votes
1 answer
200 views

Is it possible to use a pre-existing texture buffer containing vertex data to initialise a v...

But I have no idea how I'd tell OpenGL to map one to the other. Development: I've found info about copying buffer data from the one arbitrary buffer type to another, so I've given that a go. … It's not as efficient as simply calling the texture buffer a vertex buffer, but this only needs to happen once, so it's a good enough solution. However, I'm getting a black screen... …
Iron Attorney's user avatar
-1 votes
2 answers
371 views

Using Vertex Buffer Object in OpenGL, how do I fix the display driver being blocked when my ...

I've managed to display it with OpenGL primitives, but it is very slow. I am using C#, powered by the TAO Framework. … I want to use the Vertex Buffer Object (VBO) optimization, but when I lose focus on the OpenGL window (even without hiding it), the display driver is blocked for some seconds; enough to shutdown my screens …
Flow's user avatar
  • 1
14 votes
2 answers
9k views

Large vertex buffer vs multiple draw calls

As a newbie OpenGL programmer, I see two ways of drawing this grid: Using a vertex buffer with the data for a single hexagon, then using a uniform offset value and iterating on the CPU to draw the same … Creating a singular very large pre-calculated vertex buffer that draws all the hexagons in a single call. What's the most efficient method? Is there a better way of doing this? …
Alexis King's user avatar
15 votes
4 answers
6k views

Difference between "buffer" and "array" in OpenGL?

There are "vertex buffer objects", "vertex array objects" and even some kind of "buffer array" or "arraybuffer". … In OpenGL context, When something is "array" and when it should be called a "buffer" instead? …
coobit's user avatar
  • 291
9 votes
2 answers
6k views

For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?

I was learning OpenGL recently. In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. … So it means in rendering we need to update the vertex buffer quite often as well. In OpenGL's context, one intuitive way is to use glBufferSubData to update those that changed. …
YiFeng's user avatar
  • 219
40 votes
4 answers
28k views

What's the purpose of OpenGL's Vertex Array Objects?

I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. … If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? …
user avatar
2 votes
1 answer
3k views

update positition data: change vertex buffer or matrix?

So I decided to switch my rendering backend to OpenGL. Last time I used OpenGL there was still immediate mode. I now want to build a modern architecture with OpenGL ES 2.0. … I am probably going to want to render a lot of them :) I am going to use Vertex Buffers because of the faulty VBO implementation in Froyo. …
thalador's user avatar
  • 366
3 votes
2 answers
10k views

Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. … Following is my pseudo code: //Data int[] _vBO = new int[1]; //vertex buffer objects _triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, //first …
stoney78us's user avatar
5 votes
1 answer
3k views

Can I change vertex buffer's size?

Maybe it's a stupid question but I actually don't know - is it possible to change vertex buffer's size after it's been already created (with CreateBuffer())? … I'm interested in vertex buffers and dx11 but the question probably applies also to index buffers and opengl. …
NPS's user avatar
  • 2,334
1 vote
1 answer
287 views

C++ - Assimp - OpenGL vertex data feed problem

I'm getting a very weird problem where OpenGL doesn't use the hardware to render anything, so I get just a cleared blank screen. … array object, buffer object and element object are all correctly generated and bound. …
curious student's user avatar
1 vote
0 answers
695 views

OpenGL VAO buffer rebinding vs binding switching

I'm considering two different approaches to vertex buffer management in my OpenGL game engine. … The vertex buffers are bound to VAO on demand, before draw calls. // VAO creation // Some attribute setup here // Constant buffer-attribute bindings glVertexArrayAttribBinding( vao, 0, 0 ); glVertexArrayAttribBinding …
Jacajack's user avatar
  • 111
2 votes
0 answers
169 views

Render triangles without index buffer in Opengl ES [closed]

I tried reading the vertex buffer as a triangle strip, but this also didn't work. … Is there any possibility that OpenGL ES (which from what i know is what runs on the iphone) renders the models without an index buffer? …
Greg's user avatar
  • 224
1 vote
1 answer
1k views

Techniques for managing vertex buffer memory

I'm learning OpenGL and I haven't seen any advice on managing vertex buffers in all of the tutorials I've read. … The basic problem is that I have some memory allocated as a buffer B in which I'm going to store vertex data to send to the graphics card. Then I have the data that represents my domain D. …
Twernmilt's user avatar
8 votes
3 answers
3k views

What is a better abstraction layer for D3D9 and OpenGL vertex data management?

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. … GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... …
sam hocevar's user avatar
4 votes
3 answers
3k views

How to create per-vertex normals when reusing vertex data?

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. … Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES. …
Chris Smith's user avatar

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