vbo

Making opengl work (paint)faster

左心房为你撑大大i 提交于 2019-12-07 12:03:04
问题 im trying to paint 512*512 points , which each point uses its neighbors. for example glBegin(GL_TRIANGLE_STRIP); glVertex(x,y,z); glVertex(x+1,y,z); glVertex(x,y,z+1); glVertex(x+1,y,z+1); glEnd(); the problem is that it works quite slow , i know i can use VBO (working with CUDA aswell) but im not sure how to define the VBO to work with GL_TRIANGLE_STRIP and how to set the painting order of the vertices. 回答1: One way to use VBOs (there are variants, using the old Vertex Array API, directly

Vertex shader with array inputs

不问归期 提交于 2019-12-07 11:33:44
问题 Given a vertex shader that looks something like #version 400 compatibility const int max_valence = 6; in int valence; in vec3 patch_data[1 + 2 * max_valence]; ... What is the the proper way to map the data to the correct vertex attribs? I'm trying to use a VBO, but I can't figure out how to pass that large of a value in. glVertexAttribPointer takes at most a vector of size 4. What's the correct way to get the vertex attributes into the shader? 回答1: Arrays of vertex attributes are legal in

Can you use multiple targets with a single VBO?

笑着哭i 提交于 2019-12-07 02:09:06
问题 Sample code: 1. glGenBuffers(1, &VboId); 2. glBindBuffer(GL_ARRAY_BUFFER, VboId); 3. glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW); 4. glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); So we generate a generic VBO handle, and then we bind it using "GL_ARRAY_BUFFER". Binding it seems to have 2 purposes: We must bind the buffer before we can copy data to the GPU via glBufferData We must bind the buffer before we can add attributes to it via glVertexAttribPointer

OpenGL 2.1: Rebuffering sub-region in VBO

狂风中的少年 提交于 2019-12-06 14:07:32
I have a terrain mesh stored in a VBO. The mesh is a grid composed of right triangles. In other words, it looks like a rectilinear grid with diagonals. The width and height of the mesh are known, so it's easy to calculate the vertex indices for a given XY or vice-versa. The terrain mesh will be editable. My question concerns rebuffering the vertex data when the terrain is edited. I will be able to determine the rectangular region of vertices that are dirtied by any edit operation, so obviously I'd prefer to rebuffer only those and leave the rest alone. The first thing that comes to mind is

opengl with vbo gives error 0x501

纵饮孤独 提交于 2019-12-06 13:35:14
I'm trying to display a texture with height-field (think kinect here). What I got gives an 0x501 error, no idea why. So the questions are: why am I getting this 0x501 error? And the rest of the code: should this work? // void EC(void) is an inline function that checks for OpenGL errors and shows them // url_width / url_height: dimensions of the frame and by that the dimensions of the texture/height field // texture_id: id for the coordinates of each point in the texture // vector_id: id for the vectors which set the x/y and height // texture_color_id: id for the frame bitmap which is used for

Converting OpenGL draw lists to vertex arrays or VBOs

六眼飞鱼酱① 提交于 2019-12-06 08:42:19
I'm trying to convert a program using draw lists, which are deprecated in OpenGL 3.0+, to use either vertex arrays or VBOs, but I'm not finding any examples of how to do the conversion. What's in the program now is this (happens to be Python, but really what I'm interested in is the appropriate OpenGL calls---it could just as well be C++, for example): dl = glGenLists(1) glNewList(dl, GL_COMPILE) glBindTexture(GL_TEXTURE_2D, texture) glBegin(GL_QUADS) glTexCoord2f(0, 0) glVertex2f(0, 0) glTexCoord2f(0, 1) glVertex2f(0, height) glTexCoord2f(1, 1) glVertex2f(width, height) glTexCoord2f(1, 0)

Implementing render-to-vertex-array, glReadPixels fails (invalid operation)

跟風遠走 提交于 2019-12-06 08:37:15
问题 I'm trying to copy vertex data from a texture to a vertex buffer, and then draw the vertex buffer. As far as I know the best way to do this is to bind the texture to a fbo, and use glReadPixels to copy it to a vbo. However, I can't seem to get this working: glReadPixels fails with the error "invalid operation". Corrections, examples and alternate methods welcome. :) Here's the relevant code: glEnable(GL_TEXTURE_2D) w, h = 32, 32 vbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, vbo)

Vertex Buffer Objects (Delete process) opengl

蓝咒 提交于 2019-12-06 07:39:52
When should i call glDeleteBuffersARB ? Should I do it when application ends? Can I somehow automatize the process of deletion vertex buffer object? For instance something like smart_ptr does. Never. You should never call glDeleteBuffersARB . Buffer objects have been core GL functionality for upwards of a decade now; if you're still using the ARB-suffixed extensions functions, STOP . If you're follow a tutorial that uses them, again STOP ; it's clearly too old to be useful. Now, when should you use glDeleteBuffers ? You should use it at the same time you would delete for a regular C++ object.

OpenGL: Managing and editing large amounts of line strips

為{幸葍}努か 提交于 2019-12-05 21:35:36
I am currently working on a small 2D game with LWJGL. I use line strips to draw randomly generated grass. Each of the blades consists of 6 points and has a random green color. The problem I face: To fill the ground with a gapless layer of grass, I need approx. 400 line strips... In addition, every line strip has to be shifted, when the player moves around and should (optionally) wave in the wind. Therefore I need to change the data of 400 vbos every frame. Is there any way to accelerate these operations? My Code: //upload the vertex data void uploadGrass(int offset){ FloatBuffer grassBuffer

Making opengl work (paint)faster

China☆狼群 提交于 2019-12-05 21:13:31
im trying to paint 512*512 points , which each point uses its neighbors. for example glBegin(GL_TRIANGLE_STRIP); glVertex(x,y,z); glVertex(x+1,y,z); glVertex(x,y,z+1); glVertex(x+1,y,z+1); glEnd(); the problem is that it works quite slow , i know i can use VBO (working with CUDA aswell) but im not sure how to define the VBO to work with GL_TRIANGLE_STRIP and how to set the painting order of the vertices. One way to use VBOs (there are variants, using the old Vertex Array API, directly uploading the data with glBufferData and other nice things). GLuint vbo; // this variable becomes a handles,