I\'ve written a model loader in C++ an OpenGL. I\'ve used std::vectors to store my vertex data, but now I want to pass it to glBufferData(), howeve开发者_Go百科r the data types are wildly different. I
I have an OpenGL scene, made as VBO and IBO. My VBO is a serie of 3 floats: x,y,z,x,y,z,x,y,z... In addition to that, I have a color array made of series of 3 floats: r,g,b,r,g,b,r,g,b...
I have a VBO and an IBO in OpenGL, but am unable to draw them properly. Could you please let me know what I could have forgotten in the frame display function ?
I have an OpenGL scene with thousands of vertices and would like to pass them as VBOs/IBOs. Executing the glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &maxVertices) command reveals a limitation of 2048
I want to draw a tilemap in a (ANSI C, C99 cannot be used due to windows compatibility) game that uses GL for accelerated graphics, although the game is a top-down 2D perspective using textured quads.
I am transferring over my vertex arrays functions to VBOs to increase the speed of my application. Here was my original working vertex array rendering function:
We are currently developing an application which visualizes huge vector fields (> 250\'000) on a sphere/plane in 4D. To speed up the process we are using VBOs for the vertices, normals and colors. To
(I specified 2.1 because my laptop won\'t go past that version. I would have probably done this anyway since 3.x and on introduces shaders as mandatory?).
I\'ve attempted to load raw, uncompressed VBO data via the method presented in a talk Google did at GDC 2011. This method uses a MappedByteBuffer to quickly load the data in a subsequent call to glBuf
I want to use some convenience methods to generate vertex and colour arrays for use in objects.From what i\'ve seen on generating arrays, this is an example of what I currently use: