vao

Why does glValidateProgram fail when no VAO is bound?

孤街浪徒 提交于 2019-12-07 05:59:34
问题 I have a problem validating my shader program in LWJGL/OpenGL 3. I read the documentation, but I can't seem to find a reason why a VAO is needed when calling glValidateProgram. int program = glCreateProgram(); int vertexShader = glCreateShader(...); int fragmentShader = glCreateShader(...); // ... vertex and fragment shader loading, compiling, errorchecking ... glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glBindAttribLocation(program, 0, "position");

Why does glValidateProgram fail when no VAO is bound?

我只是一个虾纸丫 提交于 2019-12-05 09:37:12
I have a problem validating my shader program in LWJGL/OpenGL 3. I read the documentation, but I can't seem to find a reason why a VAO is needed when calling glValidateProgram. int program = glCreateProgram(); int vertexShader = glCreateShader(...); int fragmentShader = glCreateShader(...); // ... vertex and fragment shader loading, compiling, errorchecking ... glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "color"); glLinkProgram(program); glDetachShader(program, shader);

OpenGL Vertex Array/Buffer Objects

落花浮王杯 提交于 2019-12-05 01:13:28
问题 Question 1 Do vertex buffer objects created under a certain VAO deleted once that VAO is deleted? An example: glGenBuffers(1, &bufferObject); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, bufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(someVertices), someVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(positionAttrib); glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, NULL); When later calling glDeleteVertexArrays(1, &VAO); , will

Can OpenGL vertex buffer binding points be reused across different VAOs?

泄露秘密 提交于 2019-12-04 03:28:40
问题 Suppose I set up two VAOs, using the new (as of OpenGL 4.3) glBindVertexBuffer mechanism: glGenVertexArrays(1, &vaoIndex0); glGenVertexArrays(1, &vaoIndex1); ... glBindVertexArray(vaoIndex0) glBindVertexBuffer(bindingIndex0, ...) glEnableVertexAttribArray(0) glVertexAttribFormat(0, ...) glVertexAttribBinding(0, bindingIndex0) ... glBindVertexArray(0) ... glBindVertexArray(vaoIndex1) glBindVertexBuffer(bindingIndex1, ...) glEnableVertexAttribArray(0) glVertexAttribFormat(0, ...)

Can OpenGL vertex buffer binding points be reused across different VAOs?

天大地大妈咪最大 提交于 2019-12-01 19:19:19
Suppose I set up two VAOs, using the new (as of OpenGL 4.3) glBindVertexBuffer mechanism: glGenVertexArrays(1, &vaoIndex0); glGenVertexArrays(1, &vaoIndex1); ... glBindVertexArray(vaoIndex0) glBindVertexBuffer(bindingIndex0, ...) glEnableVertexAttribArray(0) glVertexAttribFormat(0, ...) glVertexAttribBinding(0, bindingIndex0) ... glBindVertexArray(0) ... glBindVertexArray(vaoIndex1) glBindVertexBuffer(bindingIndex1, ...) glEnableVertexAttribArray(0) glVertexAttribFormat(0, ...) glVertexAttribBinding(0, bindingIndex1) ... glBindVertexArray(0) And suppose the two are independent, except insofar

How to draw with Vertex Array Objects and glDrawElements in PyOpenGL

☆樱花仙子☆ 提交于 2019-12-01 16:18:44
I have the following code which should simply draw a green triangle to the screen. It is using Vertex Array Objects and index buffers to draw and has the simplest shader I could make. At first I was not using index buffers and was simply making the draw call with glDrawArrays which worked fine but when I change it to use glDrawElements then nothing is drawn to the screen (it is entirely black). from OpenGL.GL import shaders from OpenGL.arrays import vbo from OpenGL.GL import * from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, \ glBindVertexArray import pygame import numpy as

How to draw with Vertex Array Objects and glDrawElements in PyOpenGL

倖福魔咒の 提交于 2019-12-01 15:12:30
问题 I have the following code which should simply draw a green triangle to the screen. It is using Vertex Array Objects and index buffers to draw and has the simplest shader I could make. At first I was not using index buffers and was simply making the draw call with glDrawArrays which worked fine but when I change it to use glDrawElements then nothing is drawn to the screen (it is entirely black). from OpenGL.GL import shaders from OpenGL.arrays import vbo from OpenGL.GL import * from OpenGL.raw

Do OpenGL Vertex Array Objects store vertex buffer names and indices, or only indices?

£可爱£侵袭症+ 提交于 2019-11-30 23:06:24
When created, do VAOs track just VBO indices (via glBindVertexBuffer ), or also which VBO names are bound to those indices? If I specify a binding index of, say, 0 using glVertexAttribBinding during VAO creation, can I bind a different VBO to index 0 just prior to a draw call and have it use the contents of that VBO, or will it always use whatever VBO was bound to index 0 at the time the VAO was created? I ask because a lot of examples I find precede calls to glVertexAttribFormat and glVertexAttribBinding with a call to glBindVertexBuffer , which should not be necessary if the VAO tracks only

Do OpenGL Vertex Array Objects store vertex buffer names and indices, or only indices?

大城市里の小女人 提交于 2019-11-30 18:08:33
问题 When created, do VAOs track just VBO indices (via glBindVertexBuffer), or also which VBO names are bound to those indices? If I specify a binding index of, say, 0 using glVertexAttribBinding during VAO creation, can I bind a different VBO to index 0 just prior to a draw call and have it use the contents of that VBO, or will it always use whatever VBO was bound to index 0 at the time the VAO was created? I ask because a lot of examples I find precede calls to glVertexAttribFormat and

OpenGL How Many VAOs

爷,独闯天下 提交于 2019-11-28 18:23:59
I am writing an OpenGL3+ application and have some confusion about the use of VAOs. Right now I just have one VAO, a normalised quad set around the origin. This single VAO contains 3 VBOs; one for positions, one for surface normals, and one GL_ELEMENT_ARRAY_BUFFER for indexing (so I can store just 4 vertices, rather than 6). I have set up some helper methods to draw objects to the scene, such as drawCube() which takes position and rotation values and follows the procedure; Bind the quad VAO. Per cube face: Create a model matrix that represents this face. Upload the model matrix to the uniform