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How to Pass Multiple VBOs to OpenGL for a voxel game

I'm trying to make a voxel engine (NOT based on an octree model). Currently I have a setup with a Chunk class, which stores the following: ...
Will Mungas's user avatar
1 vote
1 answer
2k views

How to update indices for dynamic mesh in OpenGL?

So I am making a 3D batchrenderer for my engine, and the basic concept is that we make large enough VBO and IBO to accompany all the vertex data(positions, normals, uv etc.) and update the VBO using <...
Pikachuxxx's user avatar
1 vote
1 answer
526 views

How do rendering pipelines improve the performance of updating all the vertices every frame?

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
  • 113
1 vote
2 answers
773 views

How to load assets into the game engine editor fast?

I am making a game engine with C++ and OpenGL. Currently I'm stuck making the asset explorer. I would like to be able to import assets into an engine project and then when I open the project just use ...
Cantica's user avatar
  • 46
1 vote
0 answers
731 views

Modern OpenGL, 2D only, should I be using uniforms or VBOs for sprite transformation?

I'm new to OpenGL, I'm currently building a 2D game engine. Right now I'm only using one shader as I only draw textured quads (basically sprites). The thing is... I don't know if should I be using ...
CountessAnise's user avatar
0 votes
1 answer
205 views

Should I throw out game heavily using OpenGL 2.0 and rewrite it from scratch?

I've picked up one old open source game (done with C++/Lua) with a lot of features and chosen to continue its development. It use SDL2 (ported by me from 1.2) and OpenGL 2.0. Now when I look at futher ...
val - disappointed in SE's user avatar
1 vote
1 answer
615 views

Separating game logic and rendering logic in separate static libraries

I'm trying to write a game in C++ using OpenGL. I've tried to separate my game logic and my rendering logic as much as possible, and up until now, this has worked for me. I haven't written a lot of ...
shmoo6000's user avatar
  • 145
1 vote
1 answer
238 views

How to organize passing data to shaders in cross-API render system?

I try to create rendering system that supports DirectX and OpenGL. I am trying to create class for constant buffer, but DirectX constant buffers and OpenGL uniform buffers have different memory ...
Nikolai's user avatar
  • 27
0 votes
1 answer
479 views

How to create class for storing different types of vertex?

I am writing graphics engine for educational pursoses and have some problems. I need to have ability to use different vertex formats (for example position+normal+uv or position+normal+uv+bones+...
Nikolai's user avatar
  • 27
1 vote
1 answer
1k views

Is this an optimal way to architect an OpenGL Renderable object class?

I want to create a class which is a "Renderable class". Basically, world objects will use this as a Base class to create objects that can be drawn into an OpenGL window. This is what i 've got so far: ...
k_kaz's user avatar
  • 125
2 votes
0 answers
963 views

OpenGL back/front end threading and Doom 3 BFG engine

Introduction I have been reading through the source code of id Software's Doom 3 BFG engine. The whole codebase is on GitHub at id-Software/DOOM-3-BFG. The architecture is both clean and elegant. The ...
Jacques Nel's user avatar
2 votes
2 answers
5k views

How do I better organise rendering in an entity component system?

I'm developing an isometric RPG, with 3D characters in 2D level. I was using a standard object orientated programming paradigm, but was faced with a lot of issues. Recently, I learned about entity ...
user2610005's user avatar
6 votes
3 answers
1k views

Is this a good way of separating graphics from game logic?

My current architecture for me game engine looks like this, though it is not accurate: Everything graphics related is done in by GraphicsEngine, and through its ...
Tudvari's user avatar
  • 781
4 votes
2 answers
3k views

How do you store uniform data?

In a general purpose C++ rendering engine, one way of organizing data is to divide mesh data into two classes: the geometry and the material. The geometry class includes indices, vertices, normals, ...
epitaque's user avatar
-4 votes
1 answer
93 views

Why isn't this glsl program working? [closed]

Why isn't this glsl program working ? ...
JekasG's user avatar
  • 21

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