I\'m not new to C++ nor OpenGL however I am new to using VBOs. Until now I\'ve been lazy and just used display lists for mostly everything.
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical andcannot be reasonably answered in its current form. For help clari
I\'m trying to update my engine that used to use OpenGL 2.x style vertex arrays to work with OpenGL 3.x, which means updating to VAOs/VBOs.I think I\'m not binding to VBO\'s properly.Read below for mo
i am new to openGL. Iam using apple documentation as my major referens http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVert
The title says everything, but just to be clear I\'ll add some extra words. In this case, resize means开发者_Go百科:
I\'ll try to keep it brief: I\'m using OpenGL ES 2.0 on iPhone, and am utilising a Vertex Buffer Object to render many shapes on-screen at once.
In my ongoing attempt to convert to OpenGL ES 2.0 from ES 1.x I\'m currently converting some code to use Vertex Buffer Objects (\'VBOs\') rather than the existing unbuffered glDrawArrays calls.
i am writing a simple application for iphone wich displays a rotating cube. I am using glDrawElements (openGl es) to draw the triangles of the cube and to rotate it. I\'ve noticed that when i increase
I\'m working on a minecraft-inspired graphics engine to be implemented in an actual game soon. I\'ve got the engine up to 60+ FPS under geometry stress testing. I am using only LWJGL for graphics assi
My game uses sprites for which I need vertex and texture coordinate data. I only draw a quad (4 vertices that might sometimes change between frames) and I was wondering if it\'s really w开发者_如何学运