Skip to main content
0 votes
0 answers
98 views

I m trying to learn creating tilemap with vertex array. I found a code from a tutorial and i read its necessary to use vertex array for creating huge tilemaps if we need optimal rendering performance ...
xy1qw1's user avatar
  • 1
0 votes
1 answer
294 views

I am trying to make a simple 2D rectangle renderer in OpenGL. I'm storing transform of each rectangle as a 3x3 matrix inside a buffer object, and passing into my vertex shader as a vertex attribute. ...
Shuppin's user avatar
1 vote
1 answer
95 views

I'm studying Opengl and the book i've been using is OpenGL(R) ES 3.0 Programming Guide, 2nd Edition. And at chapter 6 they talk about Vertex arrays and they have a example code that uses Vertex Array ...
apo's user avatar
  • 43
0 votes
0 answers
190 views

For a university assignment, I need to draw various shapes using a vertex array, and one such shape that they have asked for is a circle. I know that I would need to use sf::TriangleFan but I'm not ...
AnishG555's user avatar
3 votes
1 answer
217 views

I am trying to render multiple models sharing the same VAO and vertex format (following top answer on this post Render one VAO containing two VBOs), however I cannot get it to work with ...
Victor Drouin's user avatar
2 votes
1 answer
727 views

I am using three.js and I want to create geometry 16x16 size. I want that each segment is different color and some of them is transparent. What is the best solution for this problem? Should i render ...
user13762985's user avatar
1 vote
1 answer
270 views

I try to make the code cleaner by extracting the whole main Proramm in some classes. So I have a vertex buffer, index buffer and a shader class. Only the array buffer is in the main and it worked. Now ...
Razielruss's user avatar
2 votes
1 answer
953 views

Context: I am trying to make a script in Abaqus that will automatically create partitions between vertices for all faces. The partitioning won't be perfect, but the users will be able to delete the ...
Chung David's user avatar
2 votes
1 answer
627 views

Im making simple fps game using raycasting, because I thought its very fast and light method. My Raycasting function saves data in to a vertex array, which is then rendered by OpenGl. But because this ...
Dave F.'s user avatar
  • 175
-2 votes
1 answer
630 views

i am trying to learn usinf opengl and lwjgl with java and i have amde a program and am trying to render some mesh but the class handling the Vaos and Vbos is faulty.After doing some research , i have ...
ORIGAMI Mittal's user avatar
1 vote
0 answers
83 views

I've tried to write a code that will draw a motion field by drawing green rectangles on a tile map everywhere where hero can go (hero can't move diagonally). It's very hard to me I have read: https://...
BigFatPig's user avatar
2 votes
1 answer
226 views

My model looks stretched because of corrupted data in vertex shader attribute location Here's the vertex shader code: #version 330 core layout (location = 0) in vec3 vertPos; layout (location = 1) in ...
rahul meda's user avatar
1 vote
1 answer
2k views

I'm pretty sure that the vertex array is not binding the vertex buffer because if I comment out the line where I unbind the vertex buffer it works perfectly fine, which suggests that the vertex array ...
MaximV's user avatar
  • 325
2 votes
1 answer
283 views

After some effort, I managed to draw dynamic aircraft trail using OpenGL. You may see a part of my code below: private void getTrailVertices(){ verticeBuffer = Buffers.newDirectFloatBuffer(6 * ...
Nebi Sarikaya's user avatar
1 vote
0 answers
92 views

I'm having trouble putting the data inside a wavefront .obj file together. These are the vec3 and vec2 definitions template <typename T> struct vec3 { T x; T y; T z; }; template &...
Big Temp's user avatar
  • 458

15 30 50 per page
1
2 3 4 5
8