opengl-3

When should I use STD140 in OpenGL?

旧时模样 提交于 2021-02-17 15:47:33
问题 When do I use the STD140 for uniform blocks in OpenGL? Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared". Is it just preference for the coder? Or are there reasons to use one over the other? 回答1: Uniform buffer objects are described in http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt The data storage for a uniform block can be declared to use one of three layouts in memory: packed , shared , or std140 .

When should I use STD140 in OpenGL?

[亡魂溺海] 提交于 2021-02-17 15:46:48
问题 When do I use the STD140 for uniform blocks in OpenGL? Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared". Is it just preference for the coder? Or are there reasons to use one over the other? 回答1: Uniform buffer objects are described in http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt The data storage for a uniform block can be declared to use one of three layouts in memory: packed , shared , or std140 .

Using GL_SRC1_COLOR in glBlendFunc()

孤街浪徒 提交于 2021-02-07 09:59:10
问题 I am using glBindFragDataLocationIndexed() and writing two colors in fragment shader. Following is my code : glBindFragDataLocationIndexed(shader_data.psId, 0, 0, "Frag_Out_Color0"); glBindFragDataLocationIndexed(shader_data.psId, 0, 1, "Frag_Out_Color1"); glActiveTexture ( GL_TEXTURE0 ); LoadTexture(texture1); glBindTexture ( GL_TEXTURE_2D, tex_id1); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, texture1_data); glActiveTexture ( GL_TEXTURE1 );

Using GL_SRC1_COLOR in glBlendFunc()

痞子三分冷 提交于 2021-02-07 09:57:56
问题 I am using glBindFragDataLocationIndexed() and writing two colors in fragment shader. Following is my code : glBindFragDataLocationIndexed(shader_data.psId, 0, 0, "Frag_Out_Color0"); glBindFragDataLocationIndexed(shader_data.psId, 0, 1, "Frag_Out_Color1"); glActiveTexture ( GL_TEXTURE0 ); LoadTexture(texture1); glBindTexture ( GL_TEXTURE_2D, tex_id1); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, texture1_data); glActiveTexture ( GL_TEXTURE1 );

glfwOpenWindowHint not declared in this scope GLFW3 & GLEW

二次信任 提交于 2021-02-07 06:18:08
问题 Following some OpenGL tutorials for OpenGL 3+, Right out of the gate, I've run into some discrepancies, here is the code I managed to get, but right out of the gate, I'm getting this massive slew of errors, none of which say it can't find the included headers, but merely that the headers don't define the core functions. #include <stdio.h> #include <stdlib.h> #include <GL/glew.h> #include <GL/glfw3.h> #include <glm/glm.hpp> int main(){ // Initialise GLFW if( !glfwInit() ) { fprintf( stderr,

Invalid framebuffer operation after glCheckFramebufferStatus

断了今生、忘了曾经 提交于 2020-04-11 18:05:32
问题 I am getting a weird OpenGL error when running my application on my HD4000 (Windows 64bit, driver version 15.28.20.64.3347). I boiled it down to a few OpenGL calls to reproduce it: Create two framebuffer objects. Create a texture and bind it as GL_COLOR_ATTACHMENT0 to both FBOs. Call glTexImage2D a second time on the texture Bind the first FBO and call glCheckFramebufferStatus (returns GL_FRAMEBUFFER_COMPLETE). Bind the second FBO and call glClear. The glClear gives an GL_INVALID_FRAMEBUFFER

How to draw polygon with 3D points in modern openGL?

我的未来我决定 提交于 2020-02-20 05:48:58
问题 I know in 2.0- openGL we can draw a line simply like this. glBegin(GL_LINES); glVertex3f(20.0f,150.0f,0.0f); glVertex3f(220.0f,150.0f,0.0f); glVertex3f(200.0f,160.0f,0.0f); glVertex3f(200.0f,160.0f,0.0f); glEnd(); but how to do similar thing in modern openGL(3.0+) I have read Drawing round points using modern OpenGL but the answer is not about certain point,since I want to draw polygon with points have certain coordinates,it's not quite helpful. I use this code,but it shows nothing except a

How to draw polygon with 3D points in modern openGL?

旧巷老猫 提交于 2020-02-20 05:47:53
问题 I know in 2.0- openGL we can draw a line simply like this. glBegin(GL_LINES); glVertex3f(20.0f,150.0f,0.0f); glVertex3f(220.0f,150.0f,0.0f); glVertex3f(200.0f,160.0f,0.0f); glVertex3f(200.0f,160.0f,0.0f); glEnd(); but how to do similar thing in modern openGL(3.0+) I have read Drawing round points using modern OpenGL but the answer is not about certain point,since I want to draw polygon with points have certain coordinates,it's not quite helpful. I use this code,but it shows nothing except a