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Questions tagged [index-buffer]

1 vote
1 answer
2k views

So I am making a 3D batchrenderer for my engine, and the basic concept is that we make large enough VBO and IBO to accompany all the vertex data(positions, normals, uv etc.) and update the VBO using <...
Pikachuxxx's user avatar
1 vote
1 answer
542 views

Why are most game engines like unity limiting their meshes to 65k indices by default, or enforcing to use uint16 as the default datatype for indexbuffers? I know that its better for performance to ...
D3d_dev's user avatar
  • 338
1 vote
1 answer
3k views

The concept of Index buffers is that certain vertices are shared across faces, hence can be reused to save space of duplicated verticies. A vertex is usually more than 12 bytes (depending on the ...
Constantin's user avatar
-1 votes
1 answer
159 views

I am trying to get a feel for how to structure WebGL/OpenGL apps and have been looking through sources for the types of buffers they use. I've found these: uvs occlusion noise bitangents tangents ...
user10869858's user avatar
0 votes
1 answer
413 views

My primary goal is to have a lowpoly rendering style, so that each triangle has its own homogeneous color on all its fragments, meaning color is not interpolated between vertex. I have my indices ...
jokoon's user avatar
  • 5,253
0 votes
1 answer
277 views

Recently I start to study SharpDx, so I am a newbie for it. I try to create a cube which has difference color on each vertex such as the picture below. However, what I created after my coding is ...
tedyage's user avatar
  • 23
0 votes
1 answer
598 views

I am creating a quad tree to store my terrain in chunks and currently have the implementation working to an extent. I am currently starting with a grid of triangle pairs that make squares and ...
user's user avatar
  • 155
1 vote
1 answer
1k views

I have been loading obj files and using indices for handling duplicated vector positions, but I have not gotten to the point of requiring normal data to be passed to the shaders as well. The problem ...
0xen's user avatar
  • 463
0 votes
1 answer
1k views

Here is the code where I initialize the VAO, vertex attributes(also the main VBO) and EBO(im using my own wrapper class for these "databuffers" to hide some of the API features and make life easier so ...
Pins's user avatar
  • 589
0 votes
1 answer
1k views

For our student project I've been tinkering with an OBJ-loader in order to import models into our application. It loads without issues, and drawing it kind of works without index (the model is ...
Elias Finoli's user avatar
2 votes
3 answers
1k views

I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
fighting_falcon93's user avatar
1 vote
1 answer
450 views

Good morning, I have an Indexbuffer created with usage D3D11_USAGE_DEFAULT and CPUAccessFlags 0. Now I want to read data from this buffer regularly (it is a terrain index buffer). But the problem is ...
Joey Muiser's user avatar
23 votes
2 answers
23k views

While refreshing my mind on OpenGL ES, I came across glDrawArrays and glDrawElements. I understand how they are used and sort ...
Unheilig's user avatar
  • 525
1 vote
1 answer
853 views

I am trying to create a textured hexagonal tile map in opengl. I have the VBO and respective index buffer. Additionally I have a texture atlas for texturing individual tiles. I'm attempting to create ...
sdkkss's user avatar
  • 13
1 vote
1 answer
2k views

I'm going insane trying to work out why I unable to draw a triangle using VAO and indexing. I have a bunch of redundant vertexes so that i can switch my index array up to test the drawing. ...
Zwander's user avatar
  • 175

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