opengl-3

Instanced drawing of dynamic models in OpenGL

早过忘川 提交于 2019-12-22 07:03:30
问题 I am currently developing a framework that allows me to conveniently render a larger number of animated models. A model is organized as a simple hierarchy of bones, with the root being the torso/pelvis, generally: So, as pseudo code, I am currently rendering a model like this: RenderBone(Bone b, Mat4x4 currentTransform){ Mat4x4 pos = currentTransform * b.boneTransform; SetUniform("transformation", pos); Draw(bone.mesh); for each Bone bc in b.children do{ RenderBone(bc, pos); } } So for a

No OpenGL 3 headers in Arch Linux

最后都变了- 提交于 2019-12-22 05:54:43
问题 I’m trying to compile a very simple “Hello world” OpenGL 3.3 program using FreeGLUT. In all the tutorials I found, they include an header “gl3.h”. The problem is, I don’t have such header file. $ ls -l /usr/include/GL/ total 2164 -rw-r--r-- 1 root root 8797 20 janv. 17:44 freeglut_ext.h -rw-r--r-- 1 root root 681 20 janv. 17:44 freeglut.h -rw-r--r-- 1 root root 26181 20 janv. 17:44 freeglut_std.h -rw-r--r-- 1 root root 837247 27 janv. 12:55 glew.h -rw-r--r-- 1 root root 656589 21 mars 18:07

Attribute divisor without instancing?

旧巷老猫 提交于 2019-12-21 09:22:03
问题 I know that glVertexAttribDivisor can be used to modify the rate at which generic vertex attributes advance during instanced rendering, but I was wondering if there was any way to advance attributes at a specific rate WITHOUT instancing. Here is an example of what I mean: Let's say you are defining a list of vertex positions that make up a series of lines, and with each line you wish to associate an ID. So, you create two vbos that each house the data related to one of those attributes

Using fence sync objects in OpenGL

情到浓时终转凉″ 提交于 2019-12-21 04:21:34
问题 I am trying to look for scenarios where Sync Objects can be used in OpenGL. My understanding is that a sync object once put in GL command stream ( using glFenceSync() ) will be signaled after all the GL commands are executed and realized. If the sync objects are synchronization primitives why can't we MANUALLY signal them ? Where exactly this functionality can help GL programmer ? Is the following scenario a correct one ? Thread 1 : Load model Draw() glFenceSync() Thread 2 : glWaitSync();

Cannot deploy GLFW 3.2

烂漫一生 提交于 2019-12-21 02:34:29
问题 So this one is a doozie; I've got a pretty large OpenGL solution, written in version 3.2 core with GLSL 1.5 in Windows 7. I am using GLEW and GLM as helper libraries. When I create a window, I am using the following lines: // Initialize main window glewExperimental = GL_TRUE; glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // Use OpenGL Core v3.2 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); if(!glfwOpenWindow(Game:

Why do we need perspective division?

江枫思渺然 提交于 2019-12-20 12:31:08
问题 I know perspective division is done by dividing x,y, and z by w, to get normalized device coordinates. But I am not able to understand the purpose of doing that. Also, does it have anything to do with clipping? 回答1: I mean why do we need that? In layman terms: To make perspective distortion work. In a perspective projection matrix, the Z coordinate gets "mixed" into the W output component. So the smaller the value of the Z coordinate, i.e. the closer to the origin, the more things get scaled

OpenGL 3.2 Core Profile Guide [closed]

こ雲淡風輕ζ 提交于 2019-12-20 10:09:14
问题 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, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 6 years ago . Can anyone suggest a guide for learning the OpenGL 3.2 core profile? The SDK is hard to read, and most of the guides I have seen only

OpenGL Low-Level Performance Questions

你。 提交于 2019-12-20 09:53:32
问题 This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where

glDrawElements and flat shading

会有一股神秘感。 提交于 2019-12-19 05:53:59
问题 Is it possible to achieve flat shading in OpenGL when using glDrawElements to draw objects, and if so how? The ideal way would be to calculate a normal for each triangle only once, if possible. The solution must only use the programmable pipeline (core profile). 回答1: There are indeed ways around this without duplicating vertices, with some limitations for each one (at least those I can think of with my limited OpenGL experience). I can see two solutions that would give you a constant value

glDrawElements crash (OpenGL 3.2 / Windows 7)

做~自己de王妃 提交于 2019-12-18 17:26:27
问题 I'm trying to draw a simple quad in OpenGL 3.2 however the application crashes with "Access violation reading location 0x00000000" when I call "glDrawElements". I assume the issue is that the Vertex Buffer data is wrong, but I am unsure how to fix the issue / debug it (an OpenGL trace would be fantastic but I do not know how to enable this either...) Initialization code: std::vector<CUShort> Indices; const CUShort IndicesArray[] = { 0, 1, 2, 2, 0, 3 }; for(size_t j = 0; j < 1; j++) { for(size