vbo

VBO - Indexation without indexation

天大地大妈咪最大 提交于 2019-12-02 04:05:47
I'm trying to use the VBO with a Element Array Buffer for my triangle, like this : glBindBuffer(GL_ARRAY_BUFFER, g_Buffer[0]); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glNormalPointer(GL_FLOAT, 0, BUFFER_OFFSET(Model->GetNbVertex()*3*sizeof(float))); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_Buffer[1]); glDrawElements(GL_TRIANGLES, Model->GetNbTriangle()*3, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); But I wanna use some Texture Coord, but my TextCoord isn't willingly "indexed" A triangle have 3 Text coords. I have N vertexs, and M Triangles, so i have 3M Text Coord, and not 3N TextCoord. So i

Access violation using VBO with glew

你说的曾经没有我的故事 提交于 2019-12-01 22:25:09
问题 I'm trying to use VBO in my OpenGL project. I'm using glew library for extensions and glfw for windows handling. When I try to create VBO application crashes and I get Unhandled exception at 0x00000000 in symulator3C.exe: 0xC0000005: Access violation in function glGenBuffersARB. Here's my code: GLuint vboId1=0; //this is global variable void createVBO(){ normalsVBO = (float *) malloc(sizeof(float)*3*(SIZE_X-1)*SIZE_Y*2); verticesVBO = (float *) malloc(sizeof(float)*3*(SIZE_X-1)*SIZE_Y*2); if

Access violation using VBO with glew

落花浮王杯 提交于 2019-12-01 20:31:51
I'm trying to use VBO in my OpenGL project. I'm using glew library for extensions and glfw for windows handling. When I try to create VBO application crashes and I get Unhandled exception at 0x00000000 in symulator3C.exe: 0xC0000005: Access violation in function glGenBuffersARB. Here's my code: GLuint vboId1=0; //this is global variable void createVBO(){ normalsVBO = (float *) malloc(sizeof(float)*3*(SIZE_X-1)*SIZE_Y*2); verticesVBO = (float *) malloc(sizeof(float)*3*(SIZE_X-1)*SIZE_Y*2); if(normalsVBO==NULL) exit(-1); if(verticesVBO==NULL) exit(-1); glGenBuffersARB(1, &vboId1); //HERE IT

How to include model matrix to a VBO?

痴心易碎 提交于 2019-12-01 00:51:22
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, 0); // bind & set vertex normals. gl.bindBuffer(gl.ARRAY_BUFFER,, vertexNormalsBuffer); gl

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

OpenGL VBO within multiple threads

纵饮孤独 提交于 2019-11-30 21:48:49
I am developing a program in C++/OpenGL which draws terrain of the entire world. I have a database of altitude heights stored as tiles. Every time I start the program, a tile is loaded. Then as the person moves, another tile should load, this does not happen every frame, maybe once every 5 minutes. I load the initial tile in the video card's memory: glBindBufferARB(GL_ARRAY_BUFFER_ARB, VertexBuffer[idx]); glBufferDataARB(GL_ARRAY_BUFFER_ARB, VBOsz * 3 * sizeof(float), tile_data, GL_STATIC_DRAW_ARB); ...There are normals, color and index buffers And I draw them: glBindBufferARB(GL_ARRAY_BUFFER

Does a VAO remember both a EBO/IBO (elements or indices) and a VBO?

…衆ロ難τιáo~ 提交于 2019-11-30 19:26:43
My code is working as it should but it might be a coincidence and I don't want to dwell on a bug later so I'm trying to keep it as clean as possible: I do the following for initializing a mesh: Gen and bind VBO and buffer data Gen and bind IBO and buffer data Gen and bind VAO Bind same VBO as before, generated in 1. Enable Vertex Attribute Arrays that I need and set the Vertex Attribute Pointers Bind the IBO again (don't exactly know why) BindVertexArray back to 0 so that I don't mess up the VAO I just created From my understanding, the VAO will store the state of the vertex attribute arrays

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: Using VBO with std::vector

我只是一个虾纸丫 提交于 2019-11-30 16:21:21
I'm trying to load an object and use VBO and glDrawArrays() to render it. The problem is that a simple float pointer like float f[]={...} does not work in my case, because I passed the limit of values that this pointer can store. So my solution was to use a vector. And it's not working... Here is my code: unsigned int vbo; vector<float*> vert; ... vert.push_back(new float(i*size)); vert.push_back(new float(height*h)); vert.push_back(new float(j*size)); ... glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vert), &vert, GL_STATIC_DRAW); glBindBuffer

what is the most efficient way of moving multiple objects (stored in VBO) in space? should I use glTranslatef or a shader?

a 夏天 提交于 2019-11-30 14:05:29
I'm trying to get the hang of moving objects (in general) and line strips (in particular) most efficiently in opengl and therefore I'm writing an application where multiple line segments are traveling with a constant speed from right to left. At every time point the left most point will be removed, the entire line will be shifted to the left, and a new point will be added at the very right of the line (this new data point is streamed / received / calculated on the fly, every 10ms or so). To illustrate what I mean, see this image: Because I want to work with many objects, I decided to use