Questions tagged [vertex-buffer]
The vertex-buffer tag has no summary.
71 questions
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Is it possible to use a pre-existing texture buffer containing vertex data to initialise a vertex buffer for rendering in OpenGL v4.6?
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 ...
0
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1
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501
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"An ID3D12Resource object is referenced by GPU operations in-flight on Command Queue": When Should I Create my Buffers?
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 ...
0
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1
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249
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Monogame - When to reuse buffers?
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 ...
3
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1
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2k
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What is the proper strategy to manage vertex buffers?
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 ...
1
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1
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5k
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Unreal 4 - How to access and iterate through the polygons of a mesh?
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 ...
0
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1
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763
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D3D11 Instancing - Help with sending instance data using two vertex buffers. First, for position and color and Second, for per-instance Matrix Data
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
...
0
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0
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564
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glDrawArrays: Erasing the buffer between calls?
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.
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1
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2k
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VAO and VBO connection and granularity with multiple objects
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 ...
2
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2
answers
797
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How does OpenGL know which buffer to draw?
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 ...
10
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2
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10k
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Vertex buffers - interleaved or separate? [closed]
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 ...
2
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3
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1k
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DirectX11 - Texturing Terrain Mesh with Shared Vertices
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:
...
0
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0
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239
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(C++, DirectX 11, UWP) - How do I update the ByteWidth of a VertexBuffer without recreating it?
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 ...
8
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3
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2k
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Using same buffer for vertex and index data?
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 ...
2
votes
2
answers
3k
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Using Appendbuffers in unity for terrain generation
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:
...
0
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2
answers
654
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How to draw non-triangulated mesh?
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 <...
1
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2
answers
1k
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How to handle mesh update in its vertex buffer
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 ...
2
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1
answer
4k
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MonoGame: Draw thousands of quads without hardware instancing
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 ...
5
votes
1
answer
3k
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Can I change vertex buffer's size?
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, ...
1
vote
1
answer
455
views
Multiple buffers and calling glBufferSubData
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 ...
0
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1
answer
823
views
In game engine, how to get the vertices buffers of different vertex formats for render from the mesh file properly?
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, ...
0
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1
answer
264
views
Data overwritten in MapSubresource() method
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.
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2
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1
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3k
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Draw call optimization for multiple meshes in DirectX11
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 ...
1
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1
answer
1k
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How to use LWJGL Vertex Buffer Objects?
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 ...
1
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0
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449
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Drawing multiple polygons with vertex buffer object
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 ...
1
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0
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134
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When should I use auto-managed buffers in LWJGL 3?
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 ...