vertex-buffer

openGL glDrawElements with interleaved buffers

假装没事ソ 提交于 2019-12-07 08:04:28
问题 Thus far i have only used glDrawArrays and would like to move over to using an index buffer and indexed triangles. I am drawing a somewhat complicated object with texture coords, normals and vertex coords. All this data is gathered into a single interleaved vertex buffer and drawn using calls similar to ( Assuming all the serup is done correctly ): glVertexPointer( 3, GL_FLOAT, 22, (char*)m_vertexData ); glNormalPointer( GL_SHORT, 22, (char*)m_vertexData+(12) ); glTexCoordPointer( 2, GL_SHORT

How to minimize glVertexAttribPointer calls when using Instanced Arrays?

ⅰ亾dé卋堺 提交于 2019-12-06 09:27:46
问题 I have OpenGL code using one VAO for all model data and two VBOs. The first for standard vertex attributes like position and normal and the second for the model matrices. I am using instanced draw, so I load the model matrices as instanced arrays (which are basically vertex attributes). First I load the standard vertex attributes to a VBO and setup everything once with glVertexAttribPointer . Then I load the model matrices to another VBO. Now I have to call glVertexAttribPointer in the draw

How Might I organize vertex data in WebGL for a frame-by-frame (very specific) animated program?

泄露秘密 提交于 2019-12-06 05:50:29
I have been working on an animated graphics project with very specific requirements, and after quite a bit of searching and test coding, I have figured that I could take several approaches, but the Khronos and MDN documentation I have been reading coupled with other posts I have seen here don't answer all of my questions regarding my particular project. In the meantime, I have written short test programs (setting infrastructure for testing). Firstly, I should describe the project: The main object drawn to the screen is a simple quad surrounded by a black outline (LINE_LOOP or LINES will do,

OpenGL 3.x: Access violation when using vertex buffer object and glDrawElements(…)

拥有回忆 提交于 2019-12-06 02:29:48
问题 I have trouble rendering some geometry by using a vertex buffer object. I intend to draw a plane of points, so basically one vertex at every discrete position in my space. However, I cannot render that plane, as every time I call glDrawElements(...), application crashes returning an access violation exception. There must be some mistake while initialization, I guess. This is what I have so far: #define SPACE_X 512 #define SPACE_Z 512 typedef struct{ GLfloat x, y, z; // position GLfloat nx, ny

openGL glDrawElements with interleaved buffers

◇◆丶佛笑我妖孽 提交于 2019-12-05 17:11:37
Thus far i have only used glDrawArrays and would like to move over to using an index buffer and indexed triangles. I am drawing a somewhat complicated object with texture coords, normals and vertex coords. All this data is gathered into a single interleaved vertex buffer and drawn using calls similar to ( Assuming all the serup is done correctly ): glVertexPointer( 3, GL_FLOAT, 22, (char*)m_vertexData ); glNormalPointer( GL_SHORT, 22, (char*)m_vertexData+(12) ); glTexCoordPointer( 2, GL_SHORT, 22, (char*)m_vertexData+(18) ); glDrawElements(GL_TRIANGLES, m_numTriangles, GL_UNSIGNED_SHORT, m

OpenGL ES 1.1 Vertex Buffer Object Not Working

你离开我真会死。 提交于 2019-12-05 14:06:21
I am developing an iPhone game using OpenGL ES 1.1 and need to use vertex buffer objects in order to render 500+ particles without the performance decreasing. My game was able to draw successfully using the non-VBO method, but now that I've attempted to incorporate VBOs, nothing is drawing anymore. Please help me to identify what I am doing wrong and provide a correct example. I have a class called TexturedQuad which consists of the following: // TexturedQuad.h enum { ATTRIB_POSITION, ATTRIB_TEXTURE_COORD }; @interface TexturedQuad : NSObject { GLfloat *textureCoords; // 8 elements for 4

Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

喜夏-厌秋 提交于 2019-12-05 11:20:38
I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at

Hard time understanding indices with glDrawElements

浪子不回头ぞ 提交于 2019-12-05 07:22:44
I'm trying to draw a terrain with GL_TRIANGLE_STRIP and glDrawElements but I'm having a really hard time understanding the indices thing behind glDrawElements ... Here's what I have so far: void Terrain::GenerateVertexBufferObjects(float ox, float oy, float oz) { float startWidth, startLength, *vArray; int vCount, vIndex = -1; // width = length = 256 startWidth = (width / 2.0f) - width; startLength = (length / 2.0f) - length; vCount = 3 * width * length; vArray = new float[vCount]; for(int z = 0; z < length; z++) { // vIndex == vIndex + width * 3 || width * 3 = 256 * 3 = 768 for(int x = 0; x <

Purpose of binding points in OpenGL?

若如初见. 提交于 2019-12-05 06:09:31
I don't understand what the purpose is of binding points (such as GL_ARRAY_BUFFER ) in OpenGL. To my understanding glGenBuffers() creates a sort of pointer to a vertex buffer object located somewhere within GPU memory. So: glGenBuffers(1, &bufferID) means I now have a handle, bufferID, to 1 vertex object on the graphics card. Now I know the next step would be to bind bufferID to a binding point glBindBuffer(GL_ARRAY_BUFFER, bufferID) so that I can use that binding point to send data down using the glBufferData() function like so: glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW

OpenGL Vertex buffer object, can I access the vertex data for other uses such as collision detection?

。_饼干妹妹 提交于 2019-12-04 22:17:44
问题 I'm currently using the GLTools classes that come along with the Superbible 5th edition. I'm looking in the GLTriangleBatch class and it has the following code: // Create the master vertex array object glGenVertexArrays(1, &vertexArrayBufferObject); glBindVertexArray(vertexArrayBufferObject); // Create the buffer objects glGenBuffers(4, bufferObjects); #define VERTEX_DATA 0 #define NORMAL_DATA 1 #define TEXTURE_DATA 2 #define INDEX_DATA 3 // Copy data to video memory // Vertex data