Questions tagged [index-buffer]
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42 questions
23
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2
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Difference in glDrawArrays and glDrawElements
While refreshing my mind on OpenGL ES, I came across glDrawArrays and glDrawElements.
I understand how they are used and sort ...
1
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1
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2k
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How to update indices for dynamic mesh in OpenGL?
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 <...
1
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1
answer
542
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Why are meshes limited to 65k indices or uint16 in most game engines?
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 ...
-1
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1
answer
159
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The types of buffers typically used in robust WebGL/OpenGL apps
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
...
1
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1
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3k
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When does it make sense to use Index Buffers?
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 ...
0
votes
1
answer
413
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How can I color single triangles with a color palette?
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 ...
1
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1
answer
506
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How to retrieve vertex information from ID3DXMesh
I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like ...
4
votes
1
answer
3k
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How do you split indices and vertices if their quantity goes over the limit?
I want to draw a flat surface of 500x500 squares which are built out of four vertices by two triangles.
There are 1,000,000 vertices and 1,500,000 indices.
The Reach profile of xna, limits ...
0
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2
answers
655
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How to draw non-triangulated mesh?
I am working with DirectX (C#/C++).
I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know <...
0
votes
1
answer
277
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A question about SharpDx Colored Cube
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 ...
1
vote
1
answer
1k
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Using indices in obj files and handling normals
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 ...
0
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1
answer
598
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How can I split my terrain into quads so that each quad would have a renderable vertex/index buffer? (DirectX11, C++)
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 ...
2
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3
answers
1k
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DirectX11 - Texturing Terrain Mesh with Shared Vertices
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:
...
0
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1
answer
1k
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Getting crash on glDrawElements
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 ...
0
votes
1
answer
1k
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DX11: Drawing with index buffer not working?
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 ...