opengl-4

When should I use STD140 in OpenGL?

旧时模样 提交于 2021-02-17 15:47:33
问题 When do I use the STD140 for uniform blocks in OpenGL? Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared". Is it just preference for the coder? Or are there reasons to use one over the other? 回答1: Uniform buffer objects are described in http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt The data storage for a uniform block can be declared to use one of three layouts in memory: packed , shared , or std140 .

When should I use STD140 in OpenGL?

[亡魂溺海] 提交于 2021-02-17 15:46:48
问题 When do I use the STD140 for uniform blocks in OpenGL? Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared". Is it just preference for the coder? Or are there reasons to use one over the other? 回答1: Uniform buffer objects are described in http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt The data storage for a uniform block can be declared to use one of three layouts in memory: packed , shared , or std140 .

How do I draw vertices that are stored in a SSBO?

旧巷老猫 提交于 2020-01-15 06:27:18
问题 This is a question following OpenGL and loading/reading data in AoSoA (hybrid SoA) format. I am trying to use a shader storage buffer object (SSBO) to store vertex data which is represented in AoSoA format. I am having trouble drawing the vertices, which obviously means that I am doing something wrong somewhere. The problem is that I can't seem to figure out what or where. The answer to the initial question above seems to indicate that I should not be using vertex attribute arrays, so the

OpenGL, measuring rendering time on gpu

旧巷老猫 提交于 2020-01-03 16:51:50
问题 I have some big performance issues here So I would like to take some measurements on the gpu side. By reading this thread I wrote this code around my draw functions, including the gl error check and the swapBuffers() (auto swapping is indeed disabled) gl4.glBeginQuery(GL4.GL_TIME_ELAPSED, queryId[0]); { draw(gl4); checkGlError(gl4); glad.swapBuffers(); } gl4.glEndQuery(GL4.GL_TIME_ELAPSED); gl4.glGetQueryObjectiv(queryId[0], GL4.GL_QUERY_RESULT, frameGpuTime, 0); And since OpenGL rendering

OpenGL, measuring rendering time on gpu

拈花ヽ惹草 提交于 2020-01-03 16:51:18
问题 I have some big performance issues here So I would like to take some measurements on the gpu side. By reading this thread I wrote this code around my draw functions, including the gl error check and the swapBuffers() (auto swapping is indeed disabled) gl4.glBeginQuery(GL4.GL_TIME_ELAPSED, queryId[0]); { draw(gl4); checkGlError(gl4); glad.swapBuffers(); } gl4.glEndQuery(GL4.GL_TIME_ELAPSED); gl4.glGetQueryObjectiv(queryId[0], GL4.GL_QUERY_RESULT, frameGpuTime, 0); And since OpenGL rendering

Texture mapping using a 1d texture with OpenGL 4.x

ぃ、小莉子 提交于 2020-01-02 07:26:12
问题 I want to use a 1d texture (color ramp) to texture a simple triangle. My fragment shader looks like this: #version 420 uniform sampler1D colorRamp; in float height; out vec4 FragColor; void main() { FragColor = texture(colorRamp, height).rgba; } My vertex shader looks like this: #version 420 layout(location = 0) in vec3 position; out float height; void main() { height = (position.y + 0.75f) / (2 * 0.75f); gl_Position = vec4( position, 1.0); } When drawing the triangle I proceed this way (I