vertex-buffer

How to cast int to const GLvoid*?

我们两清 提交于 2019-11-28 13:53:32
In my cross platform OpenGL application I want to draw using vertex buffer objects. However I run into problems invoking glDrawRangeElements. glDrawRangeElements(GL_TRIANGLES, start, start + count, count, GL_UNSIGNED_INT, static_cast<GLvoid *> (start * sizeof(unsigned int))); The compiler (CLang on Mac OS X) does not like the last argument "error: cannot cast from type 'unsigned long' to pointer type 'GLvoid *' (aka 'void *')". OpenGL API defines the type of last arguments as const GLvoid * and expects a pointer when this api is used with vertex arrays. However I understand that when vertex

How to specify buffer offset with PyOpenGL

♀尐吖头ヾ 提交于 2019-11-28 11:28:06
What is the PyOpenGL equivalent of #define BUFFER_OFFSET(i) (reinterpret_cast<void*>(i)) glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, BUFFER_OFFSET(offset)) If the offset is 0, then glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, None) works, but I can not figure out how to specify a non-zero offset into a buffer object. You're supposed to pass a ctypes void pointer, which can constructed by : ctypes.c_void_p(offset) There seems to be a more PyOpenGL specific option using a VBO class, and gotcha with some versions of PyOpenGL according to this . Mārtiņš Možeiko You

Does interleaving in VBOs speed up performance when using VAOs

时光怂恿深爱的人放手 提交于 2019-11-28 08:26:20
You usually get a speed up when you use interleaved VBOs instead of using multiple VBOs. Is this also valid when using VAOs? Because it's much more convenient to have a VBO for the positions, and one for the normals etc. And you can use one VBO in multiple VAOs. VAOs For sharing larger data sets, a dedicated buffer containing a single vertex (attrib) array is surely a way to go, while one could still interleave specific arrays in another buffer and combine them using a VAO. A VAO handles the binding of all those buffers and the vertex (attrib) array states such as array buffer bindings and

Non-interleaved vertex buffers DirectX11

感情迁移 提交于 2019-11-27 21:57:17
问题 If my vertex positions are shared, but my normals and UVs are not (to preserve hard edges and the likes), is it possible to use non-interleaved buffers in DirectX11 to solve this memory representation, such that I could use indice buffer with it? Or should I stick with duplicated vertex positions in an interleaved buffer? And is there any performance concerns between interleaved and non-interleaved vertex buffers? Thank you! 回答1: How to There are several ways. I'll describe the simplest one.

When are VBOs faster than “simple” OpenGL primitives (glBegin())?

筅森魡賤 提交于 2019-11-27 09:51:02
问题 After many years of hearing about Vertex Buffer Objects (VBOs), I finally decided to experiment with them (my stuff isn't normally performance critical, obviously...) I'll describe my experiment below, but to make a long story short, I'm seeing indistinguishable performance between "simple" direct mode (glBegin()/glEnd()), vertex array (CPU side) and VBO (GPU side) rendering modes. I'm trying to understand why this is, and under what conditions I can expect to see the VBOs significantly

How to specify buffer offset with PyOpenGL

倖福魔咒の 提交于 2019-11-27 07:01:00
问题 What is the PyOpenGL equivalent of #define BUFFER_OFFSET(i) (reinterpret_cast<void*>(i)) glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, BUFFER_OFFSET(offset)) If the offset is 0, then glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, None) works, but I can not figure out how to specify a non-zero offset into a buffer object. 回答1: You're supposed to pass a ctypes void pointer, which can constructed by : ctypes.c_void_p(offset) There seems to be a more PyOpenGL specific

Does interleaving in VBOs speed up performance when using VAOs

孤街醉人 提交于 2019-11-27 02:13:04
问题 You usually get a speed up when you use interleaved VBOs instead of using multiple VBOs. Is this also valid when using VAOs? Because it's much more convenient to have a VBO for the positions, and one for the normals etc. And you can use one VBO in multiple VAOs. 回答1: VAOs For sharing larger data sets, a dedicated buffer containing a single vertex (attrib) array is surely a way to go, while one could still interleave specific arrays in another buffer and combine them using a VAO. A VAO handles