I am trying to get my render function to work. I am using vertex arrays. Here is the my vertex structure.
I\'m writing a program in C++ that acquires 4 dimensional points data over a UDP socket and then plots the data in 6 separate 2D scatter plots. For example if we name the dimensions: A,B,C,D the six 2
I have heard that fewer draw开发者_JS百科ing calls = faster The implied lesson is to pack as much vertex data into as few arrays as possible to minimize the number of drawing calls.
I\'m currently using the GLTools classes that come along with the Superbible 5th edition. I\'m looking in the GLTriangleBatch class and it has the following code:
Apple suggests using the GLubyte data type for col开发者_如何学JAVAor data on iOS, so I am trying to get this to work. The result I get is that all color components <255 are completely black, and o
Pseudocode: void draw() { Vertex* vertices = scene.GetVertexArray(); glEnableClientState(...); glVertexPointer(..., vertices);
When trying to draw the following quads in OpenGL using a vertex array (instead of using immediate mode rendering), I get the graphical glitch (line segment) shown in the picture, which can be found i
I have a problem where I have a series of points for a simple, non-convex polygon (I hope I have the terminology correct).But the points are not necessarily in order (ie, clockwise or counterclockwise
I\'m trying to convert a program using draw lists, which are deprecated in OpenGL 3.0+, to use either vertex arrays or VBOs, but I\'m not f开发者_运维知识库inding any examples of how to do the convers
I\'ll begin by apologizing for the length of the question.I believe I\'ve committed some smal开发者_如何转开发l, dumb error, but since I\'m entirely unable to find it, I decided to post all relevant c