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Questions tagged [vertex-buffer]

3 votes
1 answer
323 views

I'm generating a heightmap in a compute shader in OpenGL v4.6 and storing it to a texture. Lets say I actually store the full vertex data in that texture instead of just the height, which is a trivial ...
Iron Attorney's user avatar
0 votes
0 answers
212 views

I'm making a game with infinite, blocky procedurally generated worlds in python, with PyOpenGL. I figured out that allocating all the VBO space at once causes a lot of lag. To fix this, I am ...
N3RDIUM's user avatar
  • 53
0 votes
1 answer
501 views

When trying to re-create my vertex buffers, my app crashes and I get this error: D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
coulomb's user avatar
  • 150
0 votes
1 answer
250 views

So - how do these work exactly? Right now I am making a buffer and setting the data every frame for my object, but I heard you can reuse the buffer, too. If the object is not changing in any way ...
Lukas Kawalec's user avatar
0 votes
2 answers
406 views

So I was watching Cherno's Video on Vertex attributes and he was successful in drawing a triangle without a VAO, but in tutorials from learnopengl.com they specifically say they we need a VAO to draw ...
Pikachuxxx's user avatar
3 votes
1 answer
2k views

I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
GameDevAlien's user avatar
1 vote
1 answer
561 views

Let's say I am implementing a simple game engine, particularly the rendering part. From the high-level view we have some vertices which are copied to the graphics card alongside shader information etc....
milck's user avatar
  • 113
0 votes
1 answer
765 views

So here is the premise: I have 2 vertex buffers buffers whose data and corresponding definition is as follows: Vertex 1: This one contains the per instance data ...
Rudraksha Shah's user avatar
0 votes
0 answers
565 views

I have two VBOs, assigned to names 1 and 2. Only 2 is being drawn. However, if I comment out VBO 2, VBO 1 is drawn with no problem. Here's the relevant code. ...
Alex Weavers's user avatar
0 votes
1 answer
625 views

In my 2D Game Engine I'd like to reduce the amount of draw calls. I used to do a draw call for every particle, which yields worst performance. I've tried instanced rendering in OpenGL but my ...
moepmoep12's user avatar
1 vote
0 answers
769 views

I'm considering two different approaches to vertex buffer management in my OpenGL game engine. The first one seems to be pretty usual, but I haven't seen the second one being proposed or used anywhere....
Jacajack's user avatar
  • 111
0 votes
1 answer
201 views

I have been trying to figure out how to structure the VBOs in WebGL, and think that keeping them all together in one if at all possible sounds like the best approach. Right now I'm thinking of having ...
user10869858'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
0 answers
239 views

I want to have one buffer used for all dynamic properties but the amount of vertices in this could vary from just a few for an interface to the whole scene. As such if it's becomes initialized with ...
Jeremy Trifilo's user avatar
1 vote
1 answer
5k views

I'm newbie with Unreal Engine 4. I need to create a function which calculates the volume of a mesh, based on the following example: https://n-e-r-v-o-u-s.com/blog/?p=4415 To achieve that I created ...
Jean-Milost Reymond's user avatar

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