Skip to main content

Questions tagged [vertex-buffer]

Filter by
Sorted by
Tagged with
3 votes
1 answer
310 views

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
0 votes
1 answer
501 views

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
  • 150
0 votes
2 answers
405 views

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
1 vote
1 answer
557 views

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
0 votes
0 answers
564 views

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
1 vote
0 answers
768 views

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
  • 111
-1 votes
1 answer
158 views

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
1 vote
1 answer
5k views

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
1 vote
1 answer
2k views

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
  • 123
2 votes
2 answers
797 views

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 ...
user avatar
2 votes
1 answer
196 views

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
0 votes
1 answer
96 views

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
455 views

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
  • 113
0 votes
1 answer
264 views

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
2 votes
1 answer
279 views

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
0 votes
1 answer
823 views

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
  • 3
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
8 votes
0 answers
450 views

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
  • 458
1 vote
1 answer
409 views

I am having trouble at rendering vertices stored in a std::vector. ...
PinkTurtle's user avatar
1 vote
2 answers
1k views

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
  • 169
1 vote
1 answer
505 views

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
  • 137
0 votes
1 answer
485 views

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
1 vote
1 answer
251 views

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
  • 11
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
  • 2,159
0 votes
1 answer
363 views

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