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Questions tagged [vertex-buffer]

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Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with. Obviously we incur a slight overhead every time we change the vertex or index ...
Xenoprimate's user avatar
9 votes
3 answers
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I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...
kalidali's user avatar
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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
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I am building a voxel engine with a similar mechanism to minecraft(yes, I know...). It works by loading and unloading individual chunks of 16*64*16 cubes each in a square grid around the player. This ...
asdfguy's user avatar
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3 answers
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I noticed that there's IASetVertexBuffers() to set multiple vertex buffers at once but there's only IASetIndexBuffer() to set ...
NPS's user avatar
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3 votes
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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
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1 answer
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I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: ...
user1032861's user avatar
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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
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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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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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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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2 votes
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Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
SvinSimpe's user avatar
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I would like to create cloth simulation. Which type of buffer should i use for vertices. I will need to update them on every frame. And how updates need to be done. I'm new to graphics programming, ...
Yola's user avatar
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2 answers
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When trying to draw circles in webGl (You can answer the question even in openGl terms, I'll understand both), I came across the TRIANGLE_FAN flag when calling either glDrawArrays (with only a vertex ...
Java Man Tea Man's user avatar
1 vote
2 answers
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I'm wondering if whether it's a good idea or not to keep a copy of vertex data in the main memory or just read it back via glGetBufferSubData (or ...
user112513312'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
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1 vote
2 answers
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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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1 answer
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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
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1 answer
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I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though. So ...
user2280704'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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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
1 answer
2k views

I'm learning OpenGL and I haven't seen any advice on managing vertex buffers in all of the tutorials I've read. The basic problem is that I have some memory allocated as a buffer B in which I'm going ...
Twernmilt's user avatar
0 votes
1 answer
567 views

I'm building a voxel world generator with XNA where the voxels are rendered as polygonal cubes. The world is divided into 1024 chunks of 32x32x256 cubes each (as 32 chunks by 32 chunks), and each ...
ChrisC's user avatar
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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
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1 answer
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I am attempting to change my code from using glVertexAttribPointer to glVertexAttribFormat as I have heard it;s more efficiend ...
Makogan's user avatar
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