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I'm trying to load a GLTF file using TinyGLTF: #include <tiny_gltf.h> #include <GL/glew.h> #include <GL/gl.h> #include <GLFW/glfw3.h> #include <vector> #include <...
Adem Budak's user avatar
3 votes
1 answer
78 views

I have written some code that prints a pointer "playerFaces" before and after calling some OpenGL functions: Object* object = game->scene.worldObjects[0]; Face* playerFaces = NULL; int ...
bbqribs's user avatar
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3 votes
0 answers
140 views

I am trying to implement OpenGL with VBA in Excel with more functionality than OpenGL 1.1. For that I have basically followed the cherno´s tutorial on OpenGL for C++ and implemented it in VBA. I was ...
Almesi's user avatar
  • 32
0 votes
1 answer
103 views

I am trying to load image data using stbi_load into an OpenGL texture object. I've successfully done this in multiple projects, but in my current approach, I’m encountering an access violation error (...
CheerThe2nd's user avatar
0 votes
4 answers
140 views

I am trying to render a 3D cude on the window and observe the perspective projection. In the vertex shader when I dont multiply the projection matrix, the cube gets rendered (but you cant observe the ...
arudhraC's user avatar
1 vote
1 answer
72 views

I am wondering when a VAO ID gets 'erased' from VRAM (and whether the corresponding vertex data is also removed). Is there any way to get a notification from the GPU when it discards a VAO and its ...
Benzait Sofiane's user avatar
0 votes
0 answers
24 views

I'm looking for a way to write to the depth buffer directly from a compute shader, I have figured out how to do this, just not how to do it properly, for now, I am binding the depth buffer to binding ...
Batres's user avatar
  • 33
0 votes
0 answers
32 views

I'm visualizing the file of 3d flux in xy plane projection from the file like this VARIABLES="X","Y","Z","U","V","W" ZONE F=FEPOINT ET=BRICK ...
Eljah's user avatar
  • 5,423
2 votes
1 answer
134 views

float test_1 = 1.79450992e+38; float test_2 = 127; float temp = abs(test_1) / exp2(test_2); float temp_2 = abs(1.79450992e+38) / exp2(127.0); temp output is 0 and temp_2 output is 1.05472 temp ...
user714171's user avatar
-2 votes
1 answer
130 views

---------Updated--------- I am trying to create a Window class, which can take care of creating a window with basic functionalities such as toggling full screen and binding ESC to close the window and ...
Zoro's user avatar
  • 41
1 vote
1 answer
63 views

The problem is specifically when i look at the corners of the room. When i do that the specular lightning gets brighter: ...and when i look at a flat wall doesn't: Here i post the entire code: #...
Symeon's user avatar
  • 21
0 votes
1 answer
218 views

/* This executes on a second thread */ static void do_progressive_render_gpu() { for(sample s = 0 ; s < SOMEVALUE ; s++){ updateMeshBuffersPtrs(); //Calls cudaGraphicsResourceGetMappedPointer() ...
Amine Bensalem's user avatar
2 votes
1 answer
119 views

When creating 2 windows using sfml, I found out that only either of the window shows the triangle depending on window.setActive() function called in the code below. One of the window is completely a ...
Nandu Krishna's user avatar
0 votes
0 answers
88 views

I'm writing a C# program to render three 3D objects: a sphere, a prism, and a hexagonal pyramid, using OpenGL with OpenTK. The problem is that it doesn't display any errors or exceptions; it just ...
Muhab Joumaa's user avatar
-2 votes
1 answer
88 views

For unknown reason GLSL shader program can't link correctly, log is empty. Shaders compiled correctly. Trying to do: CompileShaders("Data/Shaders/ui", 0b01, MainUiShader); ...gives an error:...
BlastFurnace's user avatar
0 votes
1 answer
178 views

Nothing is drawn in the screen. Only a black window is being shown and no shape or anything. My laptop doesn't have a dedicated Graphics card, only the integrated one. But it was working fine in same ...
Akhil's user avatar
  • 35
1 vote
0 answers
48 views

I don't know the aim of setting this bit when we map a buffer. We clearly know whether we're interested in the data in the buffer. So I think it is a bit flag indicating things to OpenGL. But, can we ...
SZYoo's user avatar
  • 488
-1 votes
1 answer
196 views

Is it possible to use the Visual Studio debugger to debug my GLFW/OpenGL code? I get an exception on a glDrawElements() call which provides useless info. Obviously I have not set things up correctly, ...
GregJ7's user avatar
  • 31
0 votes
2 answers
88 views

I am working on a project using OpenGL, where the server needs to render two images: a high-quality image and a low-quality image. The goal is to compute the difference image between the two and send ...
Stove Fire's user avatar
2 votes
0 answers
118 views

I'm currently getting a GPU's total memory from GL_NVX_gpu_memory_info or GL_ATI_meminfo. However, testing this code with an Intel Arc card neither extension is supported (makes sense). However, ...
JHall's user avatar
  • 61
0 votes
0 answers
50 views

I'm trying to do an hexagon and learn tessellation but when i execute all i can see is a triangle. I have a Nvidia 4080, drivers up to the date. I already did a check in the libraries and seems that ...
Airgetlams's user avatar
1 vote
1 answer
169 views

I am writing a program using Qt5 and OpenGL. It is an interactive 3D environment that allows the user to, at any point, import a number of triangulated meshes (among other things). I was initially ...
wvn's user avatar
  • 675
0 votes
1 answer
155 views

I have been playing out with OpenGL and am a little bit confused about bindings and locations and their indexing. My thinking is that locations are mostly used for primitives, that can be easily ...
duzda's user avatar
  • 9
1 vote
0 answers
73 views

I'm trying to implement a scanline fill polygon algorithm using OpenGL3, and I'd like the algorithm to calculate the vertices of the line segments that need to be drawn to achieve the filling effect, ...
Azemmmm's user avatar
  • 39
0 votes
0 answers
88 views

I am working on a voxel engine in OpenGL and want a way to send my chunks to my shader I know there are some really efficient methods and data structures out there to send voxels such as Sparse Voxel ...
Alexandre Mohamudally's user avatar