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Questions tagged [vertex-buffer]

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I'm generating a heightmap in a compute shader in OpenGL v4.6 and storing it to a texture. Lets say I actually store the full vertex data in that texture instead of just the height, which is a trivial ...
Iron Attorney's user avatar
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I'm making a game with infinite, blocky procedurally generated worlds in python, with PyOpenGL. I figured out that allocating all the VBO space at once causes a lot of lag. To fix this, I am ...
N3RDIUM's user avatar
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When trying to re-create my vertex buffers, my app crashes and I get this error: D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
coulomb's user avatar
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So - how do these work exactly? Right now I am making a buffer and setting the data every frame for my object, but I heard you can reuse the buffer, too. If the object is not changing in any way ...
Lukas Kawalec's user avatar
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So I was watching Cherno's Video on Vertex attributes and he was successful in drawing a triangle without a VAO, but in tutorials from learnopengl.com they specifically say they we need a VAO to draw ...
Pikachuxxx's user avatar
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I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
GameDevAlien's user avatar
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Let's say I am implementing a simple game engine, particularly the rendering part. From the high-level view we have some vertices which are copied to the graphics card alongside shader information etc....
milck's user avatar
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So here is the premise: I have 2 vertex buffers buffers whose data and corresponding definition is as follows: Vertex 1: This one contains the per instance data ...
Rudraksha Shah's user avatar
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I have two VBOs, assigned to names 1 and 2. Only 2 is being drawn. However, if I comment out VBO 2, VBO 1 is drawn with no problem. Here's the relevant code. ...
Alex Weavers's user avatar
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In my 2D Game Engine I'd like to reduce the amount of draw calls. I used to do a draw call for every particle, which yields worst performance. I've tried instanced rendering in OpenGL but my ...
moepmoep12's user avatar
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I'm considering two different approaches to vertex buffer management in my OpenGL game engine. The first one seems to be pretty usual, but I haven't seen the second one being proposed or used anywhere....
Jacajack's user avatar
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I have been trying to figure out how to structure the VBOs in WebGL, and think that keeping them all together in one if at all possible sounds like the best approach. Right now I'm thinking of having ...
user10869858's user avatar
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I am trying to get a feel for how to structure WebGL/OpenGL apps and have been looking through sources for the types of buffers they use. I've found these: uvs occlusion noise bitangents tangents ...
user10869858's user avatar
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I want to have one buffer used for all dynamic properties but the amount of vertices in this could vary from just a few for an interface to the whole scene. As such if it's becomes initialized with ...
Jeremy Trifilo's user avatar
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I'm newbie with Unreal Engine 4. I need to create a function which calculates the volume of a mesh, based on the following example: https://n-e-r-v-o-u-s.com/blog/?p=4415 To achieve that I created ...
Jean-Milost Reymond's user avatar
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I am attempting to change my code from using glVertexAttribPointer to glVertexAttribFormat as I have heard it;s more efficiend ...
Makogan's user avatar
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How general should vertex array objects be? I'd like to plan ahead and avoid a major revision down the road. I'm having a hard time wrapping my head around a few (possibly conflicting) pieces of ...
Felix's user avatar
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I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...
kalidali's user avatar
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I have been trying out some OpenGL things and was wondering something: How does OpenGL know which buffer to draw when glDrawElements is called (since there are ...
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Recently I start to study SharpDx, so I am a newbie for it. I try to create a cube which has difference color on each vertex such as the picture below. However, what I created after my coding is ...
tedyage's user avatar
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We have a working implementation of vertex double buffering, rendering from one buffer and uploading vertex data to next frame buffer at the same time. However I am concerned that CPU spends quite a ...
Anton Duzenko's user avatar
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LWJGL3 has two methods of creating buffers that I know of: Auto-managed buffers that clean up the buffers automatically using the MemoryStack class, and manually managed buffers that must be manually ...
GiraffeKey's user avatar
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I'm having problems with the Input Assembler. The first time the data is passed through the pipeline, everything is fine. But, when the index buffer (with a diffrent/higher index than before) refers ...
Wolfgang Schafzahl's user avatar
1 vote
1 answer
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I would like to create cloth simulation. Which type of buffer should i use for vertices. I will need to update them on every frame. And how updates need to be done. I'm new to graphics programming, ...
Yola's user avatar
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1 answer
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Originally asked this on Computer Graphics, but it might fit in better here. In my project, for convenience I would like to use many buffers. Many buffers in my case means 50-100 terrain patches ...
remi000's user avatar
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3 answers
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I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
fighting_falcon93's user avatar
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1 answer
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I am trying to dynamically update the vertex buffer in a UWP project using SharpDX, once every time I call the following method, where context is the device context member. ...
王凯越 Kaiyue Wang's user avatar
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1 answer
446 views

How do i stream to a vertex buffer using Direct State Access? I want to update my vertex buffer of matrices every frame so i can use it in my Shader. This is how i specify my buffer. I do this once ...
simulate's user avatar
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I am new to DirectX and currently I'm trying to use it for data visualization, to be specific, a 3D scatter plot. There are very limited resources on the internet, and I have read part of Frank D Luna'...
王凯越 Kaiyue Wang's user avatar
1 vote
2 answers
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When trying to draw circles in webGl (You can answer the question even in openGl terms, I'll understand both), I came across the TRIANGLE_FAN flag when calling either glDrawArrays (with only a vertex ...
Java Man Tea Man's user avatar
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1 answer
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I'm a fresher on engine programming. I have a question of how we can get the vertices buffers of vertex formats from the mesh file. For example, in OBJ file or FBX file, we save the positions, ...
LLL's user avatar
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2 answers
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I have a VBO storing some data in my game. The thing is, the data can change at a rate of about a second. The data is not fixed size, meaning that some objects will sometimes be visible, sometimes ...
Philippe Paré's user avatar
1 vote
0 answers
449 views

I tried to create program in which I would draw multiplepoygons here is fragment of what I have done: GLuint VertexArrayID; exampleof drawing triangle(I have ...
Jorgusss's user avatar
4 votes
1 answer
1k views

I am building a voxel engine with a similar mechanism to minecraft(yes, I know...). It works by loading and unloading individual chunks of 16*64*16 cubes each in a square grid around the player. This ...
asdfguy's user avatar
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8 votes
0 answers
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I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
XPac27's user avatar
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I'm wondering if whether it's a good idea or not to keep a copy of vertex data in the main memory or just read it back via glGetBufferSubData (or ...
user112513312's user avatar
1 vote
1 answer
411 views

I am having trouble at rendering vertices stored in a std::vector. ...
PinkTurtle's user avatar
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0 answers
166 views

Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
SvinSimpe's user avatar
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1 vote
2 answers
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suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...
Yola's user avatar
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1 vote
0 answers
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I am trying to build content(a text file contains list of triangles vertices) for an XNA application through a custom pipeline importer. It works ok. But when number of triangles gets near 1m(in this ...
ali's user avatar
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1 vote
1 answer
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I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like ...
nairdaen's user avatar
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2 votes
1 answer
4k views

In my game, every bit of geometry is a textured quad billboard in 3D. I have many thousands of these things on screen at once, sometimes with overdraw. As I understand it, there are a few ways I can ...
mklingen's user avatar
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0 votes
1 answer
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I have studying XNA on my spare time for about a year now and I could use some professional help on this issue. Any time given to my problem is appreciated. I have two VertexPositionColor variables ...
William Wymerus's user avatar
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1 answer
571 views

I'm building a voxel world generator with XNA where the voxels are rendered as polygonal cubes. The world is divided into 1024 chunks of 32x32x256 cubes each (as 32 chunks by 32 chunks), and each ...
ChrisC's user avatar
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1 vote
1 answer
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I am new to OpenGL programming and I'm writing some basic code to display a few objects onto a screen. I have a pyramid shape that I'm displaying, as well as a box shape that I am displaying. The ...
Leo's user avatar
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0 votes
3 answers
230 views

I am currently using standard modern OpenGL way to render a mesh via VBO and attributes ...
Dan's user avatar
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0 votes
3 answers
2k views

Let's say I am not using VAOs. I have an array of vertex positions in memory that I want to send to the shader. I do the following (assume I have enabled the corresponding vertex attrib arrays): <...
Samaursa's user avatar
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2 votes
1 answer
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I noticed that from looking at other examples like say .. riemers tutorials he takes a buffer with a bunch of vector3's in it and ties it to a shader which expects a float4 ... why does this work in ...
War's user avatar
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Is there any other recommended data I should store in the vertex buffers aside from a vertex' coordinates, normals and texture coordinates? For example data I'd need for a feature that almost every ...
Moritz Gunz's user avatar
10 votes
1 answer
2k views

Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with. Obviously we incur a slight overhead every time we change the vertex or index ...
Xenoprimate's user avatar