I have the following GLSL code: uniform mat3x3 rgb2xyz = mat3x3( vec3(DEFAULT_RGB2XYZ_XR, DEFAULT_RGB2XYZ_XG, DEFAULT_RGB2XYZ_XB),
I am updating a quite outdated OpenGL project.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.
The core of code (displaying red rectangle): //bind program, set uniforms, bind vbo glEnableVertexAttribArray(0);
I am confused with the point in generating/creating a Vertex Array Object (VAO) with: glGenVertexArrays(GLsizei n, GLui开发者_如何学JAVAnt *arrays);
I\'m trying to draw a quad for a background (2D) using OpenGL 3.x+.Quads are deprecated, so the goal is to use two triangles to make a rectangle that fills the screen.It\'s working, but I\'m not 100%
I\'m trying to implement a toon shader with texture using C++ on opengl 3+ but after a week i only got a color toon shade without textures.
This subject, as with any optimisation problem, gets hit on a lot, but I just couldn\'t find what I (think) I want.
I want to implement a timeseries viewer that allows a user to zoom and smoothly pan. I\'ve done some immediate mode opengl before, but that\'s now deprecated in favor of VBOs.All the examples of VBOs
Edit II: Current Code works great! Thanks everyone. I went ahead and included my shader code for reference at the bottom though they do absolutely nothing at this point really.
I want to learn how to make cool graphics, like lighting, shadows, water, etc. I also want to eventually turn it into a game. Creating a game is second on the list though, and I really want to focus o