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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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1 answer
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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
3 votes
1 answer
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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
1 vote
1 answer
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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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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
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
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2 votes
2 answers
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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 ...
user avatar
10 votes
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Interleaved - all vertex data (position, normal, texcoord...) kept in 1 vertex buffer, separate - each vertex attribute is kept in a separate vertex buffer (1 for positions, 1 for normals...). I know ...
NPS's user avatar
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2 votes
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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239 views

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
8 votes
3 answers
2k views

Is it possible to use the same buffer for both GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER? I load both vertex data and index ...
falstro's user avatar
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Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: ...
War's user avatar
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I am working with DirectX (C#/C++). I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know <...
Croll's user avatar
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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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2 votes
1 answer
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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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5 votes
1 answer
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Maybe it's a stupid question but I actually don't know - is it possible to change vertex buffer's size after it's been already created (with CreateBuffer())? If so, ...
NPS's user avatar
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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
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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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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
2 votes
1 answer
3k views

I have a large scene in a B3D model, which includes about 120 meshes as in the following pictures: large B3D scene http://s22.postimg.org/d1h75hr0v/Untitled.png Each mesh contain a vertex buffer ...
khanhhh89's user avatar
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1 vote
1 answer
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I have been learning how to make a game with LWJGL for a while now by following YouTube tutorials online but I've recently been having a problem understanding Vertex Buffer Objects. I've looked at ...
EternalCode0'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
1 vote
0 answers
134 views

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