8 questions
7
votes
1
answer
5k
views
Direct State access with vertex buffers
Looking at this question from 2010, concerning vertex buffers in modern OpenGL, is it still the case that Direct State Access is unavailable with them? I've modified most of my graphics library to ...
9
votes
1
answer
3k
views
Purpose of binding points in OpenGL?
I don't understand what the purpose is of binding points (such as GL_ARRAY_BUFFER) in OpenGL. To my understanding glGenBuffers() creates a sort of pointer to a vertex buffer object located somewhere ...
5
votes
1
answer
4k
views
Applying color to single vertices in a quad in opengl
I'm trying to color single vertices of quads that are drawn through glDrawElements, I'm working with cocos2d libray, so I've been able to scavenge the source code to understand exactly what is ...
9
votes
2
answers
4k
views
Vertex Array Objects - Confusion regarding exactly what state information is saved about the currently bound vertex buffer
I'm working through the excellent tutorials at arcsynthesis while building a graphics engine and have discovered I don't understand VAOs as much as I thought I had.
From the tutorial Chapter 5. ...
7
votes
1
answer
9k
views
How to Convert GLSL #version 330 core to GLSL ES #version 100?
I'm trying to make an app that draws an image in Android Studio with NDK and JNI to call C++ Code using OpenGL ES. I have went through the tutorial how to do this in OpenGL at : https://learnopengl....
3
votes
1
answer
580
views
How to minimize glVertexAttribPointer calls when using Instanced Arrays?
I have OpenGL code using one VAO for all model data and two VBOs. The first for standard vertex attributes like position and normal and the second for the model matrices. I am using instanced draw, so ...
2
votes
1
answer
1k
views
OpenGL big projects, VAO-s and more
So I've been learning OpenGL 3.3 on https://open.gl/ and I got really confused about some stuff.
VAO-s. By my understanding they are used to store the glVertexAttribPointer calls.
VBO-s. They store ...
1
vote
2
answers
2k
views
Get old style OpenGL code work in GLSL
I am trying to draw this pattern in OpenGL :
To get this, I created the pattern like :
vector< vector<DataPoint> > datas;
float Intensitytemp=0;
float xPos=0, yPos=0, angleInRadians=0;
...