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I need to display many (a lot) 3d trajectories with modernGL. For now, I chain the trajectories and I create two arrays only (one for all the vertices and one for their colors) that I pass as params ...
mike's user avatar
  • 55
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0 answers
54 views

I have recently moved on newer hardware (laptop with rtx 5070) and so with new nvdia driver (version 575). I am now using OpenGL 4.6 rather than 3.3 I used before and now I am struggling ...
Sofiane Benzait's user avatar
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1 answer
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I'm using a generic mathod to bind buffers (uniform buffers, shader storage buffers, ...) to my shader programs, based on glGetProgramResourceIndex() function and buffer's name, but sometimes I'm ...
Vingilot's user avatar
2 votes
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I'm currently getting a GPU's total memory from GL_NVX_gpu_memory_info or GL_ATI_meminfo. However, testing this code with an Intel Arc card neither extension is supported (makes sense). However, ...
JHall's user avatar
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1 answer
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I was trying to set up texture rendering for an OpenGL project I was working on and I can't get it to work because apparently the glTexImage2D function's last parameter in a nint. I looked online and ...
Jackson Chapman's user avatar
2 votes
1 answer
582 views

Suppose I have three meshes A, B, C in one VBO and used glMultiDrawElementsIndirect with the instance count set to 1, 0, and 1 for A, B, and C respectively and the draw count set to 3. What would be ...
Geraldo Christiano's user avatar
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The vertex shader: in vec3 a_Position; in vec4 a_Color; in float a_Width; in vec4 a_JointProduct; in int a_EntityID; layout(location=0) out vec3 pos; layout(location=1) out vec4 color; layout(...
Batres's user avatar
  • 33
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1 answer
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I have looked everywhere but couldn't find one that used DSA (Direct State Access). I need a SSBO with dynamic size so that I can update my instances WITHOUT having a limit like MAX_INSTANCE_COUNT. At ...
Alphenex's user avatar
4 votes
1 answer
271 views

When getting the mode of GL_POLYGON_MODE, glGetIntergerv(GL_POLYGON_MODE, data), I'll have to make data an integer array of size 2. because I've read somewhere that: params returns two values: ...
Weber Lin's user avatar
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1 answer
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The following works fine: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_ID); But when I replace it with this, it doesn't work. (I don't get any errors, just a black color instead of ...
Mark's user avatar
  • 45
-1 votes
1 answer
76 views

so I'm having a problem with what it seems to be shadow acne (as far as I can tell), but the thing is that I have not yet implemented shadows of any type. I have implemented Phong Lighting model (...
borja vazquez's user avatar
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1 answer
329 views

I'm trying to port a Windows program to GNU/Linux, but a compute shader doesn't compile. I have a few knowledge of GLSL. So I wonder if there are workarounds to get the shader working. I have written ...
Bertrand125's user avatar
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I am currently trying to learn OpenGL, and I have the following issue: when I use glGetUniformLocation to locate my shader uniform, it simply cannot find this uniform. Do you have any idea why? My ...
Patrick's user avatar
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-1 votes
1 answer
95 views

I am trying to perform read-back of SSBO data in OpenGL. For this I persistenly map the SSBO, but the following piece of code does not actually read back the written data from the example compute ...
IGarFieldI's user avatar
0 votes
1 answer
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I'm using OpenGL4.5, and using Direct State Access where possible. I wrote basic wrappers around VAO and buffer objects. I'm using glVertexArrayVertexBuffer to bind a buffer to a VAO. I'm wondering if ...
Newline's user avatar
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