vbo

VBO - Indexation without indexation

旧时模样 提交于 2019-12-04 05:19:38
问题 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

Rendering Kinect Point Cloud with Vertex Buffer Object (VBO)

最后都变了- 提交于 2019-12-04 03:35:13
I´m trying to make a dynamic point cloud visualizer. The points are updated every frame with Kinect Sensor. To grab the frames I´m using OpenCV and GLUT to display. The OpenCV API returns a 640 x 480 (float *), for the points xyz position , and a 640 x 480 (int *) for the rgb color data. To get the maximum performance, I´m trying to use Vertex Buffer Object in stream mode instead of a simple Vertex Array. I´m being able to render it with Vertex Array, but nothing is being rendered with my VBO implementation. I tryied a bunch of different orders in the declarations, but i can't find what I'm

OpenGL ES 2.0 : Seeking VBO Performance/Optimisation Tips For Many Moving Vertices

馋奶兔 提交于 2019-12-03 17:43:51
问题 In my ongoing attempt to convert to OpenGL ES 2.0 from ES 1.x I'm currently converting some code to use Vertex Buffer Objects ('VBOs') rather than the existing unbuffered glDrawArrays calls. I've set up the VBOs and got them working, but have hit a design dilemma and would be grateful the advice of someone more experienced with OpenGL ES 2.0. I want to draw a bunch of polygonal sprites which move often. This is because they're dynamic Box2D bodies, if you're familiar with Box2D. These polygon

Opengl, DrawArrays without binding VBO

∥☆過路亽.° 提交于 2019-12-03 13:06:25
I am rendering array of points with a custom vertex shader. Shaders looks like: void mainVP() in varying int in_vertex_id : VERTEXID { foo(in_vertex_id); } So the only thing I need - is vertex id. But I need a lot of vertices and I don't want to store fake VBO for them (it takes around 16mb of memory). I tried to run my code without binding any VBO. It works. So my rendering looks like: size_t num_vertices = ... glDrawArrays(GL_POINTS, 0, num_vertices); But can I be sure that rendering without binding VBO is safe? But can I be sure that rendering without binding VBO is safe? You can't. The

OpenGL ES 2.0 : Seeking VBO Performance/Optimisation Tips For Many Moving Vertices

杀马特。学长 韩版系。学妹 提交于 2019-12-03 07:24:06
In my ongoing attempt to convert to OpenGL ES 2.0 from ES 1.x I'm currently converting some code to use Vertex Buffer Objects ('VBOs') rather than the existing unbuffered glDrawArrays calls. I've set up the VBOs and got them working, but have hit a design dilemma and would be grateful the advice of someone more experienced with OpenGL ES 2.0. I want to draw a bunch of polygonal sprites which move often. This is because they're dynamic Box2D bodies, if you're familiar with Box2D. These polygon bodies are each generated by use of GL_TRIANGLE_FAN, which is somewhat critical since GL_POLYGON is

Max size for Vertex Buffer Objects (OpenGL ES 2.0)

ε祈祈猫儿з 提交于 2019-12-03 07:12:22
Is there a max size for vertex buffer objects binded to GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER??? Originally, I was drawing a mesh composed of 16 submeshes. For each submesh, I created a vertex buffer and during the rendering phase, I called glDrawElements. This worked fine on the iOS simulator, but when I tried to render to my device, the screen flashes constantly and the meshes aren't displayed. I then did some reading and found that you shouldn't call glDrawElements too many times during a render phase. I tried to combine all of my submeshes into one vertex buffer. The buffer bound to

OpenGL: efficient way to render a batch of geometry?

☆樱花仙子☆ 提交于 2019-12-03 06:57:29
问题 This is something I've been looking into for while, but I have yet to find any concrete information or good examples. I have, say, a bunch of unconnected objects (triangle strips for instance). What is the efficient way to render these? I've heard about putting several objects in one VBO to reduce openGL calls, but have not seen a proper example of how to do this. I've also seen posts that contradict this idea. So right now, I'm mostly just confused. 回答1: First off, you should probably use

OpenGL is it better to batch draw or to have static VBOs

巧了我就是萌 提交于 2019-12-03 02:49:43
问题 What is preferrable, from an effiency point of view (or another point of view if it's important) ? Situation An OpenGL application that draws many lines at different positions every frame (60 fps). Lets say there are 10 lines. Or 100 000 lines. Would the answer be different? #1 Have a static VBO that never changes, containing 2 vertices of a line Every frame would have one glDrawArrays call per line to draw, and in between there would be matrix transformations to position our one line #2

OpenGL structure of VAO/VBO for model with moving parts?

懵懂的女人 提交于 2019-12-03 00:29:55
I came from this question: opengl vbo advice I use OpenGL 3.3 and will not to use deprecated features. Im using Assimp to import my blender models. But im a bit confused as to how much i should split them up in terms of VAO's and VBO's. First off a little side question. I use glDrawElements, do that mean i cannot interleave my vertex attributes or can the VAO figure out using the glVertexAttribPointer and the glDrawElements offset to see where my vertex position is? Main question i guess, boils down to how do i structure my VAO/VBO's for a model with multiple moving parts, and multiple meshes

OpenGL ES 2 on Android: how to use VBOs

泪湿孤枕 提交于 2019-12-02 08:21:59
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 OpenGL ES 2 for Android tutorial to use VBOs when drawing the triangle. I tried to use this step by step