opengl-4

What are the Attribute locations for fixed function pipeline in OpenGL 4.0++ core profile?

折月煮酒 提交于 2019-11-26 11:55:33
I would like to know the attribute locations inside fixed pipeline (no shader attached) for nVidia OpenGL drivers: glVertex = 0 glColor = 3 glNormal = ? glTexCoord = ? glMultiTexCoord 0..7 = ? glSecondaryColor = ? glFog = ? Empirically I found the Vertex and primary Color locations but still will be nice to know them all. If you want to know why, then for compatibility reasons and even for GLSL debugging (just to see if I pass the correct data to correct locations when shader not works yet) and so on ... Outside of NVIDIA drivers, this does not work (reliably). Compliant drivers will only

What is state-of-the-art for text rendering in OpenGL as of version 4.1? [closed]

≡放荡痞女 提交于 2019-11-26 08:38:45
问题 There are already a number of questions about text rendering in OpenGL, such as: How to do OpenGL live text-rendering for a GUI? But mostly what is discussed is rendering textured quads using the fixed-function pipeline. Surely shaders must make a better way. I\'m not really concerned about internationalization, most of my strings will be plot tick labels (date and time or purely numeric). But the plots will be re-rendered at the screen refresh rate and there could be quite a bit of text (not

glVertexAttribPointer and glVertexAttribFormat: What's the difference?

依然范特西╮ 提交于 2019-11-26 07:46:06
问题 OpenGL 4.3 and OpenGL ES 3.1 added several alternative functions for specifying vertex arrays: glVertexAttribFormat , glBindVertexBuffers , etc. But we already had functions for specifying vertex arrays. Namely glVertexAttribPointer . Why add new APIs that do the same thing as the old ones? How do the new APIs work? 回答1: glVertexAttribPointer has two flaws, one of them semi-subjective, the other objective. The first flaw is its dependency on GL_ARRAY_BUFFER . This means that the behavior of

How to best write a voxel engine in C with performance in mind [closed]

限于喜欢 提交于 2019-11-26 05:27:52
I am an armature in OpenGl and for this reason I am seeking to learn only modern OpenGl the 4.x stuff. Once I had completed basic tutorials (rotating cubes for example.) I decided I would try and create a voxel based program dealing solely with cubes. The goals of this program was to be fast, use limited CPU power and memory, and be dynamic so the map size can change and blocks will only be drawn if in the array it says the block is filled. I have one VBO with the vertices and indexes of a cube built out of triangles. At the beginning if the render function I tell OpenGl the shaders to use and

What are the Attribute locations for fixed function pipeline in OpenGL 4.0++ core profile?

我们两清 提交于 2019-11-26 03:34:42
问题 I would like to know the attribute locations inside fixed pipeline (no shader attached) for nVidia OpenGL drivers: glVertex = 0 glColor = 3 glNormal = ? glTexCoord = ? glMultiTexCoord 0..7 = ? glSecondaryColor = ? glFog = ? Empirically I found the Vertex and primary Color locations but still will be nice to know them all. If you want to know why, then for compatibility reasons and even for GLSL debugging (just to see if I pass the correct data to correct locations when shader not works yet)

How to best write a voxel engine in C with performance in mind [closed]

放肆的年华 提交于 2019-11-26 01:08:58
问题 I am an armature in OpenGl and for this reason I am seeking to learn only modern OpenGl the 4.x stuff. Once I had completed basic tutorials (rotating cubes for example.) I decided I would try and create a voxel based program dealing solely with cubes. The goals of this program was to be fast, use limited CPU power and memory, and be dynamic so the map size can change and blocks will only be drawn if in the array it says the block is filled. I have one VBO with the vertices and indexes of a