I\'m using the OpenGL Mathematics Library (glm.g-truc.net) and want to initialize a glm::mat4 wi开发者_运维知识库th a float-array.
I have a bitmap imag开发者_开发知识库e (RGB, no alpha), like the image below (letter \'R\'): Which is the best way, with OpenGL & VC++, to create the extrusion of the bitmap? Parameter is a 3f
How to render a texture with alpha? I have a texture, and need to render it w开发者_如何学编程ith different alpha values at different locations. Any way to do so? (My texture is GL_RGBA)
When does OpenGL actually draw things I instruct it to? is it on the call to the specific drawing function or on the buffer swap?
I am working with OpenGL ES (via WebGL), but I think this question is applicable to the full OpenGL profile as well.
I run into the following problem.I load my shaders from files.The shader program ,when trying to compile, throws these errors for the vertex and fragment shaders:
Total noob here learning openGL and I don\'t have any code to post because this is a question about a concept, not my current implementation. If code is absolutely required let me know and to my nooby
I\'m trying to implement the paper \"Single-Pass Wireframe Rendering\", which seems pretty simple, but it\'s giving me what I\'d expect as far as thick, dark values.
I found Gwen a few days ago and thought it looked like the perfect GUI toolkit for my project.But oh, dear, look at all that OpenGL 2 code in the renderer.So I thought I\'d write an OpenGL 3 renderer
I\'m writing a application where a user is allowed to toggle between different shaders, and combinations of them. Thus i want to draw the exact same scene a multiple time.