OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for ...

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2answers
29 views

Why is OpenGL point (0,0) in bottom-left?

Most of computer graphics systems use screen's top-left corner as staring point, but OpenGL uses bottom-right, why?
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2answers
18 views

LibGDX: Max number of textures?

I've been developing a game targeted at android. I know not to think about program optimization until the project is finished, but I have to wonder how many textures most phones can handle safely ...
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0answers
19 views

Hidden surface removal using z buffer algorithm

I am doing a work on clipping and hidden surface removal on a list of triangles in 3D. Say, I have got a list of triangles after clipping and projection transformation applied on them. Now I want to ...
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1answer
43 views

Trying to abstract OpenGL model loading but can't draw triangle… (C++)

Recently, I have been trying to learn modern OpenGL and I think I've grasped it (or the basics, at the very least.) but I have been having issues trying to make a triangle display on the screen but it ...
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0answers
17 views

Can see triangles in translucent/transparent object OpenGL

I added a sphere to my scene in OpenGL and tried modifying the alpha values of its vertices in the fragment shader. However, the result is that I can now see through half the triangles on the object ...
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1answer
54 views

Why bind only first attribute?

I'm create OpenGL renderer, but when I bind vertex attributes I can attribute only first attributes. Where I got error? My code: Mesh::Mesh(Shader &shader, int size, GLuint *indices) { ...
5
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1answer
61 views

Difference in glDrawArrays and glDrawElements

While refreshing my mind on OpenGL ES, I came across glDrawArrays and glDrawElements. I understand how they are used and sort of understand why they are different. What I do not seem to understand ...
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1answer
34 views

Issue with tangents/bitangents generation for normal maps

I'm generating tangents and bitangents for a normal mapping effect and while using the same method as several tutorials, I get tangents that are not very continuous. Here, we can see on the sphere ...
1
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1answer
102 views

Simplest way of skeletal animation in openGL

I am not interested in using easy libraries like assimp which will import collada files with ease to get skeleton animation done. I wanna know what is the minimal requirement to get the animation ...
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1answer
28 views

Modifying UV's origin on shader (OpenGL)

Is there a way to change the UV's origin (bottom-left) on shader?
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1answer
48 views

OpenGL Draw calls and optimisation and future reference

How much costly is a draw call? What are the ways to reduce the number of draw calls? I have seen people using glMapBufferRange but I can't figure out how it improves the performance. What book ...
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2answers
26 views

Gldraw call asynchronous or not

When i call gldrawarrays with a large set of data will the function return only after drawing all the vertices or will it happen asynchronously b/w cpu and gpu? Also how does vsync work. Aren't they ...
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1answer
46 views

OpenGL tesselation doesn't change geometry shape

I implemented tessellation control and evaluation shaders in OpenGL, but the effect it has on my terrain was not what I expected. I expected that the low poly-count curves and shapes on the terrain ...
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1answer
41 views

Multithreading problem in openGL?

Let's say that I have two threads. Both of them generates and binds to a vbo separately. If I join and run these threads the behavior will be undefined obviously. Because one may generate the vbo ...
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1answer
21 views

alpha test shader 'discard' operation not working - GLES2

I wrote this shader to illustare alpha test action in GLES2 (Galaxy S6). I think is not working at all cause I don't see any change with or without it. Is there anything Im missing? Any syntax error? ...
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1answer
27 views

How to draw textured tile map in opengl

I am trying to create a textured hexagonal tile map in opengl. I have the VBO and respective index buffer. Additionally I have a texture atlas for texturing individual tiles. I'm attempting to create ...
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0answers
14 views

Game Dev in Xcode, How do I make a bundle

So I'm making a 2d game as a school project using c++, openGL and GLFW. My team only has MacBooks, so we're using Xcode which none of us have used before. Later on down the road we'd like to be ...
0
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2answers
23 views

GL how to look at the center of the viewport

I'm using GLFW3 and OpenGL to visualize measurements from an IMU that I have. I've gotten the simple cube example working and I can rotate it successfully with quaternions that I've input. However ...
0
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1answer
42 views

glUniformBlockBinding doesn't work

I try use uniform blocks in OpenGL, but doesn't work. First, see my vertex shader: #version 400 uniform Buffer0 { mat4 worldMatrix; mat4 viewMatrix; mat4 projectionMatrix; }; in vec3 ...
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0answers
22 views

FFP Alpha Test shader - function decleration

I'm trying to use FFP_Alpha_Test RTSS from ogre on GLES2 platform. I added the relevant files and built everything but got an error: No matching function for call to 'FFP_Alpha_Test' Fragment Program ...
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1answer
33 views

OpenGL Cubemap skybox edge issue

I implemented a skybox into my program using a tutorial, and using the provided 6 textures from that tutorial to make a cube map texture, my skybox looked fine. However, ever since then every other ...
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0answers
50 views

glTexImage2D not making texture

i'm loading an email into openGL with soil. I can print out the height I get from the soil function and the char array, but the texture just shows up as a beige colour. GLuint texture; glGenTextures(...
1
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1answer
75 views

how to make a fast fragment shader that converts intensity to saturation?

I have a simple fragment shader that looks like this: #ifdef GL_ES precision lowp float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec4 u_desiredColor; uniform sampler2D ...
0
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0answers
18 views

OpenGL/Frustum Culling - Drawing part of a buffer in 1 call

Im learning OpenGL. I tested frustum culling for terrain (cells consisting of 2 triangles, 6 verts, xyz/normal/uv), worked fine, but every frame im recreating VBO / VAO to draw visible part of terrain ...
3
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1answer
117 views

Procedural Hatching

I know that it is possible to make a shader that uses procedural hatching instead of pre-designed tonal art maps. But is it possible to make that procedural hatching in the fragment shader? I would ...
0
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1answer
15 views

Aggregation of value in GLSL loop results in 0

I'm banging my head against a wall trying to understand why this code is giving me some reasonable results with some visible colors on parts of the screen... #version 130 in vec2 vTex; // must match ...
1
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1answer
55 views

OpenGL diffuse texture mapping

I am working on a small game engine and having some troubles when figuring out how to properly map more complex textures to their meshes. I am loading models using the .OBJ format and as far as I can ...
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1answer
38 views

Deferred Shading and material ID

I am implementing a deferred rendering framework, and I wanted to allow programmers to write custom materials. However, I did not find yet how to handle different materials. For now, a material is ...
0
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1answer
31 views

OpenGL typedefs

How far up do I have to push openGLs typedefs? If I have GLfloat everywhere in my code, I have to include openGL libraries pretty much everywhere. Should I use glm:tmat4x4 or will regular glm::mat4x4 ...
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1answer
46 views

SDL2 and OpenGL: flickering with double buffering, what am I doing wrong?

I'm currently fiddling with SDL2 and OpenGL to get an understanding on how they work and, moreover, how shaders are done and work. Right now, I'm following this tutorial, using SDL instead of glfw; ...
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0answers
25 views

swapbuffer is slow, and even i don't use any render code

Even i delete all the main loop code, only use swapbuffer function the FPS didn't change any more。 there is my render code for (int i = 0; i < 6; ++i) { glBindFramebuffer(GL_FRAMEBUFFER, ...
0
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1answer
47 views

Drawing the same object multiple times in OpenGL

I am writing little game on C++ using OpenGL. I have various number of enemies (say, from two to twenty) - they are identical objects, each one uses the same mesh which is animated (skinning is ...
0
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0answers
30 views

Implementing Phong Shader whith 8 lighting

Reference: Phong Shader I want to use 8 lights (4 red, and 4 green) but my object always has no color . I want to get this result: but my result is like this: For frag code, I have: #version 120 ...
0
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1answer
31 views

Wierd behaviour upon limiting rotation on Y-axis

Okay, this is the code that works for a FPS camera, except it allows the player to flip it over by going under/over -/+90° rotation on Y-axis: transformation->rotateObjectFromRight(glm::radians(...
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2answers
34 views

Difference in Shading Using Eye Space or Model Space Coordinates

While reading on shading, I came across a section in which the artist provides 2 different kinds of fragment shading: Coloring using model space and eye space. The result is as illustrated in the ...
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1answer
46 views

Detect camera collision in OpenGL without using bounding box

Is there any way to detect collisions in OpenGL without using any kind of bounding box? I have created a maze/labyrinth and I want to move the camera/player inside the maze, such that the movement of ...
0
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0answers
39 views

World-space position from logarithmic depth

After changing my current deferred renderer to use a logarithmic depth buffer I can not work out, for the life of me, how to reconstruct world-space depth from the depth buffer values. When I had the ...
0
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0answers
31 views

Merging multiple vertices into one (OpenGL)

I have a class where it crates a cube, load a shader, and render it, but i would like to know, how do I create two cubes, with two different vertices, two different matrices, and then merge these ...
0
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0answers
31 views

OpenGL raycasting and Intersection with triangles issues

This is my previous question which has bothered me for a while and I still haven't figured out (also no-one answered), so I am posting again on a related-issue which I have been working on hoping to ...
0
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1answer
97 views

3D sphere generation

I have found a 3D sphere in a closed-source game engine that I really like the look of and would like to have something similar in my own 3D engine. This is how the sphere looks like when it is ...
1
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1answer
66 views

Texture coordinates projection

I have some classic texture coordinates and as a normal behaviour they follow the mesh's transformations. I am trying to use the same texture coordinates behaviour but without being affected by the ...
0
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1answer
40 views

How to remove fragment from VAO?

I have the OpenGL VAO object (~40K) to draw the 3D scene glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_BYTE, nullptr); glBindVertexArray(0); To add some data I can use ...
0
votes
2answers
28 views

How to use texelFetch

I'm trying to switch from using the GLSL texture() function in my shader to using texelFetch() because I want very little processing of the texture pixels (no smoothing), and I want to use pixel ...
0
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0answers
24 views

Quaternion precision problems

Each entity and camera have a Transformation object that holds position info as vec3, rotation info as quat and scale info as vec3. When I need a matrix (that being either model or view matrix), I ...
0
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0answers
35 views

Pick a line on a mesh

I am trying to gather all the indices hit by my mouse pointer while I am pressing the left mouse button and display it on the mesh as a line. So we have this plane: https://puu.sh/rYOIG/c55077d713....
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1answer
43 views

BRDF Incorrect specular highlights

I'm currently attempting to implement BRDF lighting, and am hitting a bit of a snag with my specular term - the specular highlights aren't rendering correctly. To make things simple, I'm using a ...
0
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1answer
27 views

How to get a safe index for glVertexAttribPointer without shader?

I'm learning to use VBOs and trying to keep it simple before building up. Trying to do it without writing a shader right now. It looks like this is possible, but I cannot seem to find a way to get the ...
0
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1answer
49 views

Hemisphere Projection

I came across the following segment of code that is supposed to project an image on a hemisphere: void main(void) { vColor = aColor; vec4 pos = uModelViewMatrix * vertex; float lenxy = ...
0
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1answer
29 views

Reset Camera view - webgl

I have camera rotating by dragging mouse. Im trying to add reset button that restart the scene to initial view. The rotating camera works as expected but I can't figure out how to reset it. The ...
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0answers
40 views

How to efficiently update AABB on scaling/translating?

AABB says to recalculate the box if rotation change on the base model. So if I scale, or translate the model, I don't need to recalculate. I've calculated the min/max values from local space so far, ...