opengl-4

Use one GL ELEMENT_ARRAY_BUFFER to reference each attribute from 0?

一曲冷凌霜 提交于 2019-12-02 15:59:25
问题 Question OpenGL 4.4, C++11 Do I have the power to use indices in an element_array_buffer from 0 for each attribute, by setting vertex attributes to both the element_array_buffer, and array_buffer? Data Layout VAO Buffer(array_buffer) PositionFloat * n TextureFloat * n NormalFloat * n Buffer(element_array_buffer) PositionIndex * 1 TextureIndex * 1 NormalIndex * 1 Data Use //gen glBindVertexArray(VAO); glBindBuffer(array_buffer, vbo); glBufferData(array_buffer, size(vertices), data(vertices),

Is there a standard way to rotate around local coordinates (that is, from a modelview matrix) in OpenGL 4.0?

泄露秘密 提交于 2019-12-02 11:54:21
I've been working on a game engine and recently got to the point where I could easily create a Camera class to manage a view matrix (or allow an easy switch to another). I know conceptually what it must do, but where I'm having trouble is figuring out how to rotate about the local origin (for the view matrix, it would be the same as the translation matrix that is multiplied into a rotation matrix). I know that in direct mode, you would glTranslatef(x, y, z); //move back to origin glRotatef(angle, x_rot, y_rot, z_rot); //turn using a quaternion glTranslatef(-x, -y, -z); //move back to original

Use one GL ELEMENT_ARRAY_BUFFER to reference each attribute from 0?

試著忘記壹切 提交于 2019-12-02 11:50:41
Question OpenGL 4.4, C++11 Do I have the power to use indices in an element_array_buffer from 0 for each attribute, by setting vertex attributes to both the element_array_buffer, and array_buffer? Data Layout VAO Buffer(array_buffer) PositionFloat * n TextureFloat * n NormalFloat * n Buffer(element_array_buffer) PositionIndex * 1 TextureIndex * 1 NormalIndex * 1 Data Use //gen glBindVertexArray(VAO); glBindBuffer(array_buffer, vbo); glBufferData(array_buffer, size(vertices), data(vertices), access(vertices)); glVertexAttribPointer(POSITIONS, 3, float, offset(0)); glVertexAttribPointer(UVS, 2,

Do OpenGL Vertex Array Objects store vertex buffer names and indices, or only indices?

£可爱£侵袭症+ 提交于 2019-11-30 23:06:24
When created, do VAOs track just VBO indices (via glBindVertexBuffer ), or also which VBO names are bound to those indices? If I specify a binding index of, say, 0 using glVertexAttribBinding during VAO creation, can I bind a different VBO to index 0 just prior to a draw call and have it use the contents of that VBO, or will it always use whatever VBO was bound to index 0 at the time the VAO was created? I ask because a lot of examples I find precede calls to glVertexAttribFormat and glVertexAttribBinding with a call to glBindVertexBuffer , which should not be necessary if the VAO tracks only

Do OpenGL Vertex Array Objects store vertex buffer names and indices, or only indices?

大城市里の小女人 提交于 2019-11-30 18:08:33
问题 When created, do VAOs track just VBO indices (via glBindVertexBuffer), or also which VBO names are bound to those indices? If I specify a binding index of, say, 0 using glVertexAttribBinding during VAO creation, can I bind a different VBO to index 0 just prior to a draw call and have it use the contents of that VBO, or will it always use whatever VBO was bound to index 0 at the time the VAO was created? I ask because a lot of examples I find precede calls to glVertexAttribFormat and

Performance gain using interleaved attribute arrays in OpenGL4.0

浪尽此生 提交于 2019-11-30 13:25:51
问题 I work with OpenGL4.X .Recently I read this Apple OpenGLES2 doc where it is stated that using interleaved attribute arrays improves performance on IOS mobile devices and is the recommended way (instead of using blocks of attributes). For those who didn't understand what I mean here is an example: Block of attributes in a single attribute array: float vertices[]{ //Triangle vertices: v0x , v0y , v0z , v1x , v1y , v1z , v2x , v2y , v2z , //Triangle UVs: uv0s , uv0t , uv1s , uv1t , uv2s , uv2t ,

(OpenGL 3.1 - 4.2) Dynamic Uniform Arrays?

拈花ヽ惹草 提交于 2019-11-30 13:25:38
问题 Lets say I have 2 species such as humans and ponies. They have different skeletal systems so the uniform bone array will have to be different for each species. Do I have to implement two separate shader programs able to render each bone array properly or is there a way to dynamically declare uniform arrays and iterate through that dynamic array instead? Keeping in mind performance (There's all of the shaders suck at decision branching going around). 回答1: Until OpenGL 4.3, arrays in GLSL had

glLineStipple deprecated in OpenGL 3.1

…衆ロ難τιáo~ 提交于 2019-11-30 11:24:06
问题 glLineStipple has been deprecated in the latest OpenGL APIs. What is it replaced with? If not replaced, how can I get a similar effect? (I don't want to use a compatibility profile of course...) 回答1: Sorry, it hasn't been replaced with anything. The first idea coming to my mind for emulating it would be the geometry shader. You feed the geometry shader with a line, compute its screen space length and based on that you generate a variable number of sub lines between its start and end vertex.

Performance gain using interleaved attribute arrays in OpenGL4.0

孤人 提交于 2019-11-30 06:57:46
I work with OpenGL4.X .Recently I read this Apple OpenGLES2 doc where it is stated that using interleaved attribute arrays improves performance on IOS mobile devices and is the recommended way (instead of using blocks of attributes). For those who didn't understand what I mean here is an example: Block of attributes in a single attribute array: float vertices[]{ //Triangle vertices: v0x , v0y , v0z , v1x , v1y , v1z , v2x , v2y , v2z , //Triangle UVs: uv0s , uv0t , uv1s , uv1t , uv2s , uv2t , //Triangle Normals: n0x , n0y , n0z , n1x , n1y , n1z , n2x , n2y , n2z } Interleaved attribute array:

Are array textures related to sampler arrays?

会有一股神秘感。 提交于 2019-11-29 14:06:21
OpenGL has array textures , denoted in shaders by specific sampler types: sampler2DArray array_texture; But GLSL also allows samplers to be aggregated into arrays: sampler2D array_of_textures[10]; Are these two features related to each other? How are they different? Let's understand the distinction by analogy. Samplers in GLSL are like pointers in C++; they reference some other object of a given type. So consider the following C++ code: int* pi; std::array<int, 5>* pai; std::array<int*, 5> api; pi is a pointer to a single object of type int (let's ignore the fact that technically it could be a