Tagged Questions

Advice: When posting in the opengl tag, remember to always specify your target OpenGL version in order to get more precise answers. External resources OpenGL.org - the home of OpenGL. The OpenGL Registry is the source for OpenGL headers and specifications. The Khronos group, the consortium that ...

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-3
votes
3answers
46 views

OpenGL and Win32 API

Why does almost every book on OpenGL teach or discuss the API in the context of Win32 API? Is Win32 API necessary to learn OpenGL Game Programming?
0
votes
0answers
31 views

Drawing multiple vertex buffer objects

I've been changing my code to use VBOs instead of glBegin/glEnd calls and I ran into a problem. When I render a single object it works as expected, but If try to render more than one my applcation ...
0
votes
1answer
92 views

Fastest solution to compute normal

A physics engine return a deformed mesh (only geometry vertices). I take this mesh to render the geometry (~500000 vertices). What is the fastest solution and the least expensive to compute normal ...
-1
votes
1answer
43 views

OpenGL Texturing Isn't working: displaying just white

Basically, see the title: for whatever reason, I load a texture into OpenGL, bind it, draw a quad with texture coordinates specified, and the quad remains totally white regardless of what the texture ...
1
vote
3answers
76 views

Optimized rendering of a cube mesh world

I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
0
votes
1answer
104 views

How to make a 2D Terrain with opengl?

I want to make a simple 2d terrain with just a few bumps and height changes: I thought about just using random numbers to describe the height of a certain vertex, but I don't see how I can make ...
0
votes
1answer
83 views

How to properly check if an OpenGL version is available

I can't find any information on glCreateContextAttribsARB returning errors if a version is unsuported by the driver. So how do i check if it is? I don't want the program to hard crash because ...
1
vote
0answers
30 views

Correct order of operations when enabling/disabling Cg shaders in OpenG

I've started writing an Effect class which uses Cg shaders in OpenGL and I'm a bit confused about the order of operations when creating and rendering using Cg. Currently, my Effect class contains ...
-1
votes
1answer
95 views

How to create modular/replaceable game/engine code interfaces with c++

I've spent some time when I can spare it experimenting with c++ and at the same time learning a bit about game programming. I like most thought I'd start with creating a simple game engine but with ...
0
votes
1answer
56 views

Camera rotation not working right?

I'm new to game programming but I've read a lot of tutorials. I was just trying to make my own camera class but instead of the scene rotating around the camera, the camera stays stationary while ...
2
votes
2answers
41 views

VBO triangle not rendered using Freeglut Opengl 3.x, not understanding the weird fixes

I've just started to learn OpenGL 3 and I'm using freeglut for the context. I ask for a 3.3 context using: glutInitContextVersion(3,3); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE | GLUT_DEBUG); I ...
2
votes
3answers
214 views

C# 2D Game Library?

I'm looking for a C# 2D game library based on something like OpenTK which wraps OpenGL for C# Basically something like Slick2D (2D game library for Java) which is based on LWJGL which is an OpenGL ...
1
vote
1answer
61 views

Rotation going wrong

I'm calculating matrices by hand. Translations are fine: void Translate (float x, float y, float z, float[4][4] m) { Identity (m); m[3][0] = x; m[3][1] = y; m[3][2] = z; } If ...
0
votes
1answer
56 views

Calculate vertex coordinates

Newbie here! I need to know the effective coordinates of a triangle after applying transformations (rotations & translations) to the current (MODELVIEW) matrix. That is, given a vertex P, I ...
0
votes
1answer
70 views

Can't render to FBO using a shader

I've added functionality so that I can render to a framebuffer (for post-processing and stuff). I can successfully render to my framebuffer and then render that framebuffer, but anything with a ...

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