As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references,or expertise, but this question will likely solicit debate, a
I have trouble rendering some geometry by using a vertex buffer object. I intend to draw a plane of points, so basically one vertex at every discrete position in my space. However, I cannot render tha
As we all get to know eventually, the specification is one thing and the implementation is another. Most of bugs we cause ourselves, but sometimes that\'s not the case.
How do I dr开发者_如何转开发aw a cylinder with OpenGL in OpenTK?Sample code from an older project of mine. This creates an \"uncapped\" cylinder (top and bottom are empty).
I\'m interested in doing some initial development targeting OpenGL 3. Unfortunately, my hardware is ~6 years out of date, a开发者_开发百科nd it doesn\'t look like ATI provides any drivers for my video
To what extend does OpenGL\'s GLSL utilize SLI setups? Is it utilized at all at the point of execution or only for end rendering?
i\'ve got a small opengl 3.2 app that i\'ve been developing on linux using the standard gnu tools (gmake/gcc). the code seems pretty portable--i had no problems running it on osx until i started using
So I\'m at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be impl
I noticed that unless I re-call VertexAttribPointer, there\'s not input to shaders after a BindBuffer. Is that necessary? The shaders may not change in writin开发者_JAVA技巧g but only the buffers used
I noticed old code has GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR etc. inputs 开发者_开发知识库with glMaterialfv. How are those replaced in modern GLSL code?