Questions tagged [vertex-buffer]

A Vertex Buffer is an object that enables transmitting a collection of vertices to a graphics device for non-immediate or streaming rendering.

A Vertex Buffer is an object that enables transmitting a collection of vertices to a graphics device for non-immediate ot streaming rendering.

Examples are OpenGL's Vertex Buffer Object and Microsoft.XNA VertexBuffer class.

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OpenGL - How can I delete vertices from a Vertex Array Buffer?

My current implementation of removing vertices from the buffer is by copying the portions of the buffer before and after the section of vertices I want to remove, into a new buffer. However this process becomes very slow when the buffer size…
Wail3Y
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How do I incorporate Vertex Buffer Array into my graphics program?

I am writing a 3d graphics toolkit for Python and PyQt5, using PyOpenGL. I am writing my own shaders to go with it, if that helps. What I am trying to do is go from using glBegin to using a Vertex Buffer Array. I have found the following on using…
AwesomeCronk
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Fastest algorithm to lookup which triangles share a vertex

There are index and vertex buffers like the ones described here to draw triangles. Frequently in my code, I need to lookup which triangles share a specific vertex. The most basic approach is: To loop over index buffer and find triangles which…
Megidd
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Multiple draw calls with single vertex/index buffer?

I want to imlement simple bullet trail (in OpenGL-ES 2-3) system that will allow use different textures or materials for different trails, so it means, that that trails meant to be rendered in different draw calls and each vertex can be modified…
Zveroid
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What are the advantages of using offsets in vkCmdBindVertexBuffers vkCmdDraw?

In the vulkan, I have a vertex buffer which stores 6 vertices. The first 3 belong to one triangle and the other 3 to another. Each vertex has two floats specifying the x and y positions and another 3 for the rgb. If I'd like to draw only one…
Crook
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In opengl ES can I use a vertex buffer array buffer etc for shader shared matrices?

As OpenGL ES does not support shared "uniform blocks" I was wondering if there is a way I can put matrices that can be referenced by a number of different shaders, a simple example would be a worldToViewport or worldToEye which would not change for…
peterk
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How to animate 3d asset (.obj) file loaded with Model I/O framework on metal

The obj file loaded with Model I/O. I receive vertex buffer and index buffer from mesh and submesh. I draw it with index buffer. In GPU buffer unpacked and load all triangles. When I load asset I am creating vertex descriptor, to say what should be…
Ivan Tkachenko
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When configuring VAOs and VBOs, should the vertex data array be in the same method? (OpenGL)

I was implementing human skeletal animation with OpenGL using VBOs and VAOs. However, I found something interesting. First of all, this is my basic 'bone' class class Bone { private: //Joint information compared to the parent Joint! int…
Peter
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Whats the sizeof C# structs for vertex representation in OpenGL (OpenTK)?

currently I'm experimenting with OpenGL (via OpenTK) in C#. I looked at several tutorials and often found, that structs are used to describe a vertex. struct ColoredVertex { public const int Size = (3 + 4) * 4; private readonly Vector3…
bakkaa
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DirectX11 IASetVertexBuffers with nullptrs or empty buffers

I want to structure my pipeline so that each mesh has a possibility to have only set elements like position, normals etc and since some meshes won't have all of them and some shaders won't require all of them I would like to have each attribute in a…
Werem
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Unhandled exception at 0x69FD41DC (nvoglv32.dll) while rendering in Vulkan

my code works when i draw a single object however I get Unhandled exception at 0x69FD41DC (nvoglv32.dll) in program.exe: Fatal program exit requested. while i want to draw multiple objects in vulkan, i have a function that creates and stores all…
BulBul
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DirectX: Small distortion between 2 sprite polygons

Hello I use the same way to render sprites with directx from a long time but here I am rendering the screen in a texture and then render it with a big sprite on the screen. For the camera I use that: vUpVec=D3DXVECTOR3(0,1,0); …
Entretoize
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Vertex Buffer Objects Open GL

I am really new to Open GL and I am trying to build non deprecated code. Now what I can't grasp is VBO. This is all I got so far, can you please explain what I'm supposed to be doing. Also, I have the OpenGL programming guide, so if you can point…
Yelnats
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Aggregating VBOs

Let's say I have 5 models that I am drawing (using the same shader program, different uniform values) in 5 draw calls. What is faster? A. Have 5 VBOs, one for each of the 5 draw calls. B. Aggregate the VBOs into one larger buffer, and then 5 times,…
Bram
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Element Buffer Object size for shared VAO

I want to store my indexed geometry in a shared vao. If the current vao is full, I create another vao together with the buffers for the layouts (Pos, Normals, Uvs, etc..). I create them with a capacity for say, N vertices. (Could be thousands, I…
Fruff
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