I am updating a quite outdated OpenGL project. So I am trying to move from vertex arrays to VBOs, but I have an access violation exception that I cannot trace.
I\'m currently using a VBO to draw a series of cubes in OpenGL using a GLSL shader that performs multitexturing (with 5 textures). It works fine if I don\'t pass th开发者_JS百科e textures in. But if I
I am rendering s开发者_高级运维ome meshes (sometimes upwards of 500) and I wanted to know the best way to approach this. Would it be pointless to create 500 VBOs and then if they pass the frustum and
I am trying to use VBOs to draw my model in in C# using OpenTK. In my online research I read in many places that it is good practice to make the size of the interleaved data structure an exact multipl
I\'m currently programming a .obj loader in OpenGL. I store the vertex data in a VBO, then bind it using Vertex Attribs. Same for normals. Thing is, the normal data and vertex data aren\'t store开发者
The core of code (displaying red rectangle): //bind program, set uniforms, bind vbo glEnableVertexAttribArray(0);
I got some time and I\'ve read about VBO and that\'s what I got : http://img64.imageshack.us/img64/5733/fps8.jpg
Hey guys. Im trying to render two methods shown below. RenderA() is using VBOs and RenderB() isnt. Im getting an EXC_BAD_ACCESS error when it reaches glDrawArrays() in RenderB().
before i do a large data set to test, i thought i\'d pick your brain first, which of these two vbo setups for an iOS device do you think is faster? in an openGL-ES 1.x environment.
I\'m using JOGL with to load an OBJ model and display it in a GL canvas using a VBO. Everything is work for the most part however, there are some models where the vertices must be deformed. For exampl