Skip to main content
How are we doing? Please help us improve Stack Overflow. Take our short survey

All Questions

Tagged with
0 votes
0 answers
30 views

Bindless Uniform Variables

I am implementing a 3d renderer in OpenGL. Here is how you would render some 3d models: Renderer3D.begin(camera); Renderer3D.setShader(shader_1); Renderer3D.render(model_1, transform_1); Renderer3D....
Eilan Laken's user avatar
0 votes
0 answers
52 views

OpenGL does nothing to window

I am making an OpenGL renderer with winit in rust. The issue is, that even gl::ClearColor does nothing to the screen. My suspicion is that the opengl context is somehow bound to the wrong window or ...
v22's user avatar
  • 87
0 votes
0 answers
44 views

Python and OpenGL: Texture Not Filling Polygon Correctly in Koch Snowflake Rendering [duplicate]

Question: I’m working on rendering a Koch snowflake with a sinus-plasma texture using PYTHON and OpenGL. The initial polygon is star-shaped, evolving into the Koch snowflake. My goal is to fill this ...
User's user avatar
  • 19
0 votes
0 answers
57 views

What happens when rendering an OpenGL buffer that has been padded with NULL (or another value)?

I have the following setup: S - the scene that includes terrain, some houses and other man-made objects T - a set of tree configurations that I would like to iterate through and place in S. Every ...
rbaleksandar's user avatar
  • 9,751
1 vote
1 answer
142 views

Can I solve this OpenGL problem with the depth/stencil buffers

I'm trying to render meshes with the points and edges as black lines and points, similar to a modeling engine like blender. I have 3 separate draw routines to draw points, lines, and faces (each face ...
BENG's user avatar
  • 161
0 votes
0 answers
49 views

Why opengl code in a lib doesn't renderer?

I am experimenting with OpenGL using c99 on windows and VS 2022. I tried to create an window using glfw in one project and put a function that supposed to generate a texture in another project that is ...
Abn Alsrag's user avatar
1 vote
2 answers
491 views

HGLRC OpenGL rendering context - How to indicate the version of the OpenGL

How I'm creating my rendering context using wgl : //Device HDC hdc = GetDC(hWnd); HGLRC hRC = wglCreateContext(hdc); How/where/when should I change the version of the OpenGL context? Is there a ...
LucasSokol's user avatar
1 vote
0 answers
124 views

Using vectors to store vertex attributes

I've been trying to use a vector to accumulate transformed screen coordinates so that I can render multiple objects at the same time rather than rendering one object per frame. At the moment, I see ...
prarthik krishnan's user avatar
0 votes
1 answer
124 views

Sphere not rendering properly in OpenGL

I am trying to render a sphere using OpenGL ES 3.0, with the FragColor being equal to the normals of the sphere, but due to some reason I am seeing the inner circles(horizontal circles) in the sphere, ...
Palash's user avatar
  • 31
0 votes
0 answers
565 views

UV coords flipped opengl?

I'm currently writing a simple 2D renderer using OpenGl and C and have been trying to implement a system that allows you to only render part of a texture for things such as animations with sprite ...
Dr-Galunga's user avatar
0 votes
1 answer
115 views

How to draw multiple vertices per transform?

I have two buffers: (1) Vertices - Holds interleaved positions, colors, etc. Many of these make up a single mesh. (2) Transforms - Holds 4x4 transform matrices. One of these corresponds to a single ...
Klayton's user avatar
0 votes
1 answer
490 views

Can't have a separate depth and stencil buffer for a custom framebuffer? OpenGL

I wanted to create a depth and stencil buffer for a new frame buffer object. But I got GL_FRAMEBUFFER_UNSUPPORTED error. This is how I was creating the buffers: GLuint depthBuffer; ...
Erza's user avatar
  • 3
0 votes
1 answer
469 views

Efficiently transforming many different models in modern OpenGL

Suppose I want to render many different models, each with a different transformation matrix I want to be applied to their vertices. As far as I understand, the naive approach is to specify a matrix ...
ben's user avatar
  • 143
0 votes
0 answers
53 views

Flexible llighting method in 2D (using OpenGL)

I'm working on a simple 2D game engine. I'd like to support a variety of light types, like the URP in Unity. Lighting would be calculated according to the normal and specular maps attached to the ...
Kavefozogepezet's user avatar
0 votes
1 answer
106 views

opengl get window space to world space cursor position

i am trying to get the mouse cursor in world space pos from window space(-1,1 window width and height) using the viewprojectionmatrix. This is how i calculate my projection matrix: static mat4 ...
cynnad's user avatar
  • 1

15 30 50 per page
1
2 3 4 5
43