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Questions tagged [index-buffer]

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
10 votes
1 answer
2k views

Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with. Obviously we incur a slight overhead every time we change the vertex or index ...
Xenoprimate's user avatar
8 votes
3 answers
2k views

Is it possible to use the same buffer for both GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER? I load both vertex data and index ...
falstro's user avatar
  • 1,348
7 votes
3 answers
5k views

In D3D11, they still have the ability to make 16 bit and 32 bit index buffers. Few models will use more than the max (20k tri) that a USHORT index buffer can handle, but will I really pay a bad ...
bobobobo's user avatar
  • 17.2k
5 votes
1 answer
2k views

I'm writing a CAD system. I have a 3D scene and there are many different objects (walls, doors, windows and so on). The user can add or delete objects. The question is: How do I keep track of all the ...
Alex's user avatar
  • 51
4 votes
2 answers
1k views

I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, ...
Delta's user avatar
  • 379
4 votes
1 answer
1k views

In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
jmegaffin's user avatar
  • 4,933
4 votes
1 answer
3k views

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 ...
user0817's user avatar
3 votes
3 answers
6k views

I noticed that there's IASetVertexBuffers() to set multiple vertex buffers at once but there's only IASetIndexBuffer() to set ...
NPS's user avatar
  • 2,334
3 votes
1 answer
1k views

Usually, vertex data is assigned to a particular vertex, like this: [data] [vertices] [1.31] -> [1, 13, 5] [84.3] -> [5, 8, 12] [.095] -> [8, 3, 10] ...
Code Cube's user avatar
  • 130
3 votes
3 answers
17k views

I was using IBOs to render meshes (for example a cube) from wave-front files (.obj), without texture coordinates or normals, in OpenGL. Following this, I attempted to implemented texturing. The mesh ...
pm79080's user avatar
  • 33
3 votes
1 answer
1k views

After parsing collada files I found out that we have to load two(or more) indices each pointing to say a vertex or normal etc. like this (<p>3 0 2 0 0 0</p>) Is there a way to load (and use)...
rjbaj's user avatar
  • 133
2 votes
3 answers
449 views

This is a general question, but as a specific example, I'll use the XNA Particles3D sample (http://xbox.create.msdn.com/en-US/education/catalog/sample/particle_3d). What is the point of the index ...
RecursiveCall's user avatar
2 votes
1 answer
2k views

I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into ...
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

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