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Questions tagged [uniform-buffer-object]

1 vote
2 answers
618 views

Where should the model matrix be uploaded to the GPU in a batch renderer? All the tutorials I've ever seen use a uniform for this, but that's not with batch rendering. Since the uniform is only ...
junglie85's user avatar
  • 157
0 votes
1 answer
146 views

I am looking at a sample code from a respected source and the mipmap level-of-detail parameter (float) is passed to the vertex shader as a uniform which then passes to the fragment shader without ...
Vectorizer's user avatar
0 votes
1 answer
179 views

I have following structure which i use as an uniform buffer object. ...
MrRabbit's user avatar
1 vote
0 answers
204 views

Having an HLSL shader like this: ...
Tau's user avatar
  • 121
3 votes
1 answer
2k views

I am trying to send rendering information for an instancing rendering using shader buffer objects. My current problem is that I have 2 shader buffer objects, one which works just fine, and another ...
Makogan's user avatar
  • 1,891
8 votes
2 answers
2k views

I'm creating a renderer using modern OpenGL (3.1 and up) and now I'm trying to create an efficient but flexible way of handling uniforms. I've been reading up on uniform buffer objects and on what a '...
PhilipMR's user avatar
  • 103
1 vote
1 answer
6k views

I'm trying to load an array of float to a fragment shader using a uniform buffer object, but it doesn't work. In the fragment shader I declared the following uniform block: ...
Fabrizio Duroni's user avatar
4 votes
1 answer
3k views

So I want to render a buttload of quads by using a single 4 point vertex array and change the position of the quad. What is quicker: Using glBufferSubData to ...
salbeira's user avatar
  • 303
11 votes
1 answer
442 views

In the section 6.4 Constant Buffers of the book Practical Rendering & Computation with Direct3D 11 (pages 325, 326) it is mentioned: By default, the HLSL compiler will attempt to align constants ...
Julien Guertault's user avatar