vbo

OpenGL VBO updating data

℡╲_俬逩灬. 提交于 2019-11-30 06:44:29
I have to draw a buffer that holds a couple thousand vertices. I am using a vbo to store the data. I know I will have to update the VBO many times - but only in small parts at a time. So I am wondering what the best method to doing so is: Split VBO up into smaller VBOs (that hold like 300 verts) and then update individual VBOs with 1 call? One big VBO and use lots of glBufferSubData() calls? Use glMapBuffer() and one big VBO? There is another option, which is a bit like option 3 - use one big VBO (probably with GL_STREAM_DRAW mode) that is reset each frame (by calling glBufferData with a NULL

OpenGL VBO within multiple threads

懵懂的女人 提交于 2019-11-30 05:38:14
问题 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

Using an offset with VBOs in OpenGL

99封情书 提交于 2019-11-30 05:15:06
What I want to do is to render a mesh multiple times with the same vbo but with different offset. Example: //Load VBO glGenBuffers(2, &bufferObjects[0]); glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*size(vertices)*3, &vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects[INDEX_DATA]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*size(indices), &indices[0], GL_STATIC_DRAW); //Render VBO glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA]); glVertexPointer(3, GL_FLOAT, 0, 0); glBindBuffer(GL_ELEMENT

How do I use OpenGL 3.x VBOs to render a dynamic world?

心已入冬 提交于 2019-11-30 04:12:58
Although there seem to be very few up to date references for OpenGL 3.x itself, the actual low level manipulation of OpenGL is relatively straight forward. However I am having serious trouble trying to even conceptualise how one would manipulate VBOs in order to render a dynamic world. Obviously the immediate mode ways of old are non applicable, but from there where do I go? Do I write some kind of scene structure and then convert that to a set of vertices and stream that to the VBO, how would I store translation data? If so how would that look code wise? Basically really unsure how to

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

与世无争的帅哥 提交于 2019-11-29 19:35:16
问题 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

How can I make OpenGL draw something using VBOs in XCODE?

流过昼夜 提交于 2019-11-29 16:46:10
Good evening, Right now I'm trying to run the following code using Xcode, but it has been impossible so far. The code is a from a simple tutorial I found online, and the code is supposed to simply draw a triangle using OpenGL and VBOs. If I try the code using Visual Studio, I actually get the expected result with no problems at all. However, when I try to run the code using Xcode, I only get a black screen. To setup the project in Xcode, I installed GLEW and FreeGlut using MacPorts and then I installed XQuartz 2.7.5. Then I created a new project in xcode as a command line tool, and in the

Using a matrix as vertex attribute in OpenGL3 Core Profile

雨燕双飞 提交于 2019-11-29 04:27:12
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_TRF, "trf" ); But how can I pass in my data? glVertexAttribPointer can not pass values larger than 4

How do I use OpenGL 3.x VBOs to render a dynamic world?

两盒软妹~` 提交于 2019-11-29 03:07:45
问题 Although there seem to be very few up to date references for OpenGL 3.x itself, the actual low level manipulation of OpenGL is relatively straight forward. However I am having serious trouble trying to even conceptualise how one would manipulate VBOs in order to render a dynamic world. Obviously the immediate mode ways of old are non applicable, but from there where do I go? Do I write some kind of scene structure and then convert that to a set of vertices and stream that to the VBO, how

Use of Vertex Array Objects and Vertex Buffer Objects

╄→гoц情女王★ 提交于 2019-11-28 16:23:17
I am trying to understand these two, how to use them and how they are related. Let's say I want to create a simple terrain and a textured cube. For both objects I have the array of triangles vertices and for the cube I have an array containing the texture's data. My question is: how do I use VAOs and VBOs to create and render these two? Would I have to create a VAO and VBO for each object? or should create a VAO for each object's VBO (vertices, texture data, etc.)? There are many tutorials and books but I still don't get the very idea of how these concepts must be understood and used.

C++/OpenGL VAO Problems

不羁的心 提交于 2019-11-28 13:59:31
#define GLEW_STATIC #include <GL\glew.h> #include <GLFW\glfw3.h> #include <GL\glew.h> #include <glm.hpp> #include <iostream> #include <fstream> #include <string> #define WIDTH 800 #define HEIGHT 600 #define TITLE "Dynamic" GLFWwindow* window; int vaoID; float vertices[] = {-0.5f, 0.5f, 0, -0.5f, -0.5f, 0, 0.5f, 0.5f, 0, 0.5f, 0.5f, 0, -0.5f, -0.5f, 0, 0.5f, -0.5f, 0}; void loadToVAO(float vertices[]); void update() { loadToVAO(vertices); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClear(GL_COLOR_BUFFER_BIT); glClearColor(1, 0, 0, 1); glDrawArrays(GL_TRIANGLES, 0, 6);