Skip to main content
0 votes
0 answers
79 views

Right now, I have a simple MacOS application with a MTKView occupying most of the window and a panel on the right to change values that affect what the MTKView renders. Currently, there is a slider ...
Evan Aaron Escobar's user avatar
1 vote
1 answer
84 views

So I'm pretty sure I'm just doing something wrong here with how I'm calling the OpenGL. I've provided an example below where about 30% of the time it shows the semi transparent vertex colored squares ...
Peter's user avatar
  • 625
0 votes
1 answer
371 views

Suppose I have 2 meshes and I used one VBO for each mesh. The vertex attributes (position, normal, color) are contained in a struct: struct Vertex { glm::vec3 position; glm::vec3 normal; glm::...
Geraldo Christiano's user avatar
1 vote
1 answer
221 views

The documentation for UpdateSubresources is here. The parameter descriptions are so minimal that they aren't very helpful to someone using the function for the first time (like me). UINT64 inline ...
Rob N's user avatar
  • 16.8k
2 votes
1 answer
1k views

I have a C++ program that uses Direct3D to draw a 3D model. That program works as expected, i.e. images of the 3D model are properly rendered. The next step is to write a compute shader that takes the ...
ackh's user avatar
  • 2,117
0 votes
0 answers
58 views

I'm trying to learn how to program a simple 2d game using directx 11 and I have a question regarding the vertex buffer, I created a 1.0f x 1.0f square to load a 512x512 pixel texture, to create a ...
Roberto Machado Oliveira's user avatar
0 votes
2 answers
454 views

I am trying to set color per triangle. But it is not working. Only setting color per vertex works! This is what I made: <!DOCTYPE html><title>Color Per Triangle</title><style> ...
Teamur's user avatar
  • 141
-1 votes
2 answers
513 views

I have a simple human face 3d model with 468 vertices. In blender stats also shows 468 vertices and 898 faces, when I import/read using Assimp, it becomes 2694 vertices(which I think 3×number of faces)...
paul 's user avatar
2 votes
0 answers
525 views

I'm experimenting with Vulkan rendering, and noticed that we can render using StorageBuffer + gl_VertexIndex instead of VertexBuffer. I've seen this in Metal API tutorials. There are any benefits of ...
Maksym Pasichnyk's user avatar
1 vote
0 answers
397 views

As a test im trying to move an animated skinned mesh up and down per vertex but it doesnt really work. without offset with offset 1 in the y Im fairly certain that the vertices im changing are before ...
BotsOP's user avatar
  • 11
0 votes
1 answer
352 views

Scene is just like above image(Sponza scene), and I think texture index for each geometry is good, but texture coordinate seems wrong I'm currently upload descriptor in descriptor heap like this : (...
Shark_Bladder's user avatar
0 votes
1 answer
453 views

I'm trying to implement a functionality where a vertex is added whenever the user clicks on the viewport. So far I've managed to draw vertices with the mouse using D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, ...
The Programmer's user avatar
0 votes
1 answer
2k views

I'm working with a tutorial to help learn Vulkan in C++, and I'm stuck trying to be able to change what my vertices are and colors. It always shows a triangle with 3 colors interpolated between each ...
Jyapp448's user avatar
0 votes
1 answer
1k views

It’s like this hip is stuck in place, with in the pictures(being at different times in the animation since I can’t upload a gif) the red wireframe is the drawing of the raw output triangles and ...
Pjbomb2's user avatar
  • 21
1 vote
1 answer
846 views

I am following Cherno's brilliant series on OpenGL, and I have encountered a problem. I have moved on from using a vertex buffer only, to now using a vertex buffer together with an index buffer. What ...
Henrik Hillestad Løvold's user avatar

15 30 50 per page
1
2 3 4 5
23