vbo

Incorrect VBO for mesh: some triangles are connected and shouldn't [2D]

江枫思渺然 提交于 2020-01-14 18:48:50
问题 I'm generating my VBO with this code int SCREEN_WIDTH = 800; int SCREEN_HEIGHT = 480; int PIXEL_PER_VERTEX = 4; int CAVERN_TEXTURE_WIDTH = 1024; int CAVERN_TEXTURE_HEIGHT = 512; final int vertexCount = ((SCREEN_WIDTH / PIXEL_PER_VERTEX) +1 ) * 2; final float[] bufferDataLowerCave = new float[vertexCount * CavernBoundMesh.VERTEX_SIZE]; for(int i=0; i < vertexCount; i += 2) { bufferDataLowerCave[i * CavernBoundMesh.VERTEX_SIZE + CavernBoundMesh.VERTEX_INDEX_X] = PIXEL_PER_VERTEX * i / 2.f;

Incorrect VBO for mesh: some triangles are connected and shouldn't [2D]

谁都会走 提交于 2020-01-14 18:47:07
问题 I'm generating my VBO with this code int SCREEN_WIDTH = 800; int SCREEN_HEIGHT = 480; int PIXEL_PER_VERTEX = 4; int CAVERN_TEXTURE_WIDTH = 1024; int CAVERN_TEXTURE_HEIGHT = 512; final int vertexCount = ((SCREEN_WIDTH / PIXEL_PER_VERTEX) +1 ) * 2; final float[] bufferDataLowerCave = new float[vertexCount * CavernBoundMesh.VERTEX_SIZE]; for(int i=0; i < vertexCount; i += 2) { bufferDataLowerCave[i * CavernBoundMesh.VERTEX_SIZE + CavernBoundMesh.VERTEX_INDEX_X] = PIXEL_PER_VERTEX * i / 2.f;

OpenGL ES 2 on Android: how to use VBOs

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-31 05:02:28
问题 this question is similar to something I asked here Android OpenGL ES 2: Introduction to VBOs however I tried multiple aproaches since then and I still haven't succeeded, so I think posting another question where I offer aditional details would be a better aproach. I am new to OpenGL ES 2 on Android (I have never worked with another OpenGL, I just need to draw something for an app I am developing for Android) and I would very much like to understand how to use VBOs. I tried to modify this

How to include model matrix to a VBO?

别说谁变了你拦得住时间么 提交于 2019-12-30 07:23:21
问题 I want to send a buffer list (to the GPU/vertex shader) which contains information about vertex position, world position, color, scale, and rotation. If each of my 3D objects have transformation related information in a matrix, how can i pass this array of matrices (in addition to the other vertex data) to the GPU via the VBO(s) ? Updated Please excuse any typos: // bind & set vertices. gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAtribPointer(a_Position, 3, gl.FLOAT, false, stride,

Using a matrix as vertex attribute in OpenGL3 Core Profile

不问归期 提交于 2019-12-29 06:20:31
问题 I am using OpenGL3.2 Core Profile on OSX. And I want to do instanced drawing (glDrawArraysInstanced), where I pass a matrix for each instance. My vertex shader builds just fine: #version 150 in mediump vec4 position; in mediump mat4 trf; in lowp vec4 rgb; out lowp vec4 colour; uniform highp mat4 modelcamviewprojmat; void main() { mediump vec4 tpos = trf * position; gl_Position = modelcamviewprojmat * tpos; colour = rgb; } The binding of 'trf' went fine: glBindAttribLocation(program, ATTRIB

Should there be any behavioural differece in behaviour for VBO vs immediate mode (glBegin/glEnd)? [closed]

强颜欢笑 提交于 2019-12-25 17:18:30
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 3 years ago . I have a sample code which initialize a VBO with a triangle and then renders it. My main rendering loop is: // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Reset transformations glLoadIdentity(); // Set the camera gluLookAt( x, 1.0f, z, x+lx, 1.0f, z+lz, 0.0f, 1.0f, 0.0f);

VBO with texture in LWJGL

依然范特西╮ 提交于 2019-12-25 08:56:06
问题 How do I attach a texture to a VBO? I had it working with a colorBuffer and now i want to implement a texture. This is my draw method: Color.white.bind(); glBindTexture(GL_TEXTURE_2D, texture.getTextureID()); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW); glVertexPointer(vertexSize, GL_FLOAT, 0

vertexshader / vertexprogram write vertex attributes to vbo?

前提是你 提交于 2019-12-24 09:01:56
问题 Is there a way to alter vertex attributes in a vertexshader/vertexprogram and save the changes back into the VBO? 回答1: Yes, that is called Transform Feedback in OpenGL (or Stream-Out in DirectX): http://www.opengl.org/registry/specs/EXT/transform_feedback.txt http://www.opengl.org/registry/doc/glspec42.core.20120119.pdf (page 158) http://msdn.microsoft.com/en-us/library/windows/desktop/bb205121.aspx 来源: https://stackoverflow.com/questions/9530387/vertexshader-vertexprogram-write-vertex

OpenGL - Object Transformations and VBOs

拥有回忆 提交于 2019-12-24 05:03:37
问题 So I've written a program that renders a mesh using a Vertex Buffer Object, and lets me move the camera around. I now want to make the object move independently of the camera/view. However, I'm not sure how to go about moving my meshes through space. Googling tends to find sources either telling me to rotate the objects with glRotatef(), etc., or that using glRotatef() and its siblings is a bad idea because they are deprecated. Perhaps I'm not using the right search terms, but I'm not finding

LWJGL Projection Matrix - Nothing Happens

て烟熏妆下的殇ゞ 提交于 2019-12-24 01:05:37
问题 Currently, I'm attempting to create a Camera class in LWJGL, but I've been running into a problem with the projection matrix. For some reason, when I try to multiply the vertices by the projection matrix, nothing at all appears on screen. Camera class public class Camera { private Vector3f position, rotation; private Matrix4f view; private final Vector3f xAxis, yAxis, zAxis; private float fov, aspect, zNear, zFar; private Matrix4f projection; public Camera(float fov, float aspect, float zNear