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.

329 questions
3
votes
1 answer

How to 'bind' a element buffer array to vertex array object using direct state access?

For the other buffers there are functions like: glVertexArrayVertexAttribOffsetEXT( this->handle, // vao handle vbo.getHandle(), // vbo handle index, // specifies the index of the generic…
fho
  • 6,787
  • 26
  • 71
3
votes
1 answer

How to minimize glVertexAttribPointer calls when using Instanced Arrays?

I have OpenGL code using one VAO for all model data and two VBOs. The first for standard vertex attributes like position and normal and the second for the model matrices. I am using instanced draw, so I load the model matrices as instanced arrays…
mskr
  • 375
  • 5
  • 14
3
votes
1 answer

Vertex batches (geometry groups) and maximum VBO (vertex buffer) size

I did a lot of researches concerning the way to gather vertex data into groups commonly called batches. Here's for me the 2 main interesting articles on the…
user1364743
  • 5,283
  • 6
  • 51
  • 90
3
votes
1 answer

XNA - Using Dynamic Vertex Buffer and only four(4) vertices

Just a quick question on drawing quads. I'm currently using: GraphicsDevice.DrawPrimitives(PrimitiveType primitiveType, int startVertex, int primitiveCount); This draws my quads perfectly fine but the only way I can make it…
Robert Kaufmann
  • 768
  • 1
  • 9
  • 21
3
votes
1 answer

Problem when trying to use simple Shaders + VBOs

Hello I'm trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I'm using OpenGL ES 2.0 with shaders on the iPhone (should be almost the same than regular OpenGL in this…
Goles
  • 11,599
  • 22
  • 79
  • 140
3
votes
0 answers

RenderScript allocation to OpenGL ES 2.0 vertex buffer

In RenderScript I'm creating a fixed-length array of vertices, which I'm drawing using OpenGL ES 2.0. Currently I'm copying the output allocation to a float array, converting this array to a bytebuffer and sending this bytebuffer to OpenGL. Is there…
Bart
  • 51
  • 5
3
votes
1 answer

Pyglet vertex_list_indexed exception

I have some class for render coordinate axis in pyglet: class Axis(object): def __init__(self, position=(0.0, 0.0, 0.0), x_color=(1.0, 0.0, 0.0), y_color=(0.0, 1.0, 0.0), …
Linch
  • 511
  • 4
  • 11
3
votes
1 answer

Why am I getting the "for static data use buffer objects to store the indices warning"

I have an iPhone app in the making with GLKit. I load vertices in from a .obj file from Blender, and then I attempt to draw the vertices. It's the first time I've tried to do so using glDrawElements. I chose this because then I only need as many…
michaelsnowden
  • 6,031
  • 2
  • 38
  • 83
3
votes
3 answers

Non-interleaved vertex buffers DirectX11

If my vertex positions are shared, but my normals and UVs are not (to preserve hard edges and the likes), is it possible to use non-interleaved buffers in DirectX11 to solve this memory representation, such that I could use indice buffer with it? Or…
Erunehtar
  • 1,583
  • 1
  • 19
  • 38
3
votes
1 answer

pyopengl - dynamically updating values in a vertex buffer object

I'd like to create polygons with draggable vertices in PyOpenGL. Having read around a bit, VBOs seemed like a sensible way to achieve this. Having never used VBOs before, I'm having trouble figuring out how to dynamically update them - ideally I'd…
ali_m
  • 71,714
  • 23
  • 223
  • 298
3
votes
1 answer

OpenGL binding textures to vertex buffer objects (with CG Shaders)

I'll get straight to the point: I have created a structure for my vertices: struct Vertex3D { Vector3D position; Vector2D textureCoordinate; Vector3D normal; } I then import a particular *.dae file and bind it to a OpenGL Vertex Buffer,…
VoltairePunk
  • 275
  • 4
  • 13
3
votes
1 answer

Drawing a large number of identical models using vertex buffers?

I am facing a problem that many developers as have probably found a solution. I have a small project with a floor designed with small cubes (100X100). If I exceed this limit, my game suffered major slowdowns and Lagues! Here's how I draw my…
Mehdi Bugnard
  • 3,889
  • 4
  • 45
  • 86
3
votes
2 answers

glMapBuffer Returns 0x00000000 constantly

I have initialized glewInit( ) and any other openGL stuff. all before i do any of these calls. glGenBuffers( 1, &m_uiVertBufferHandle ); glBindBuffer( GL_ARRAY_BUFFER, m_uiVertBufferHandle ); glBufferData( GL_ARRAY_BUFFER, 0, 0, GL_READ_WRITE…
Franky Rivera
  • 553
  • 8
  • 20
2
votes
2 answers

Why do I get EXC_BAD_ACCESS when using GL_UNSIGNED_SHORT in OpenGL ES for iOS?

What I need to do is draw a vertex array that has more than 256 elements. When I have less than that many, and I use GL_UNSIGNED_BYTE in my call to glDrawElements, everything works fine. When I have more than 256 elements, it starts drawing back at…
Adam
  • 23
  • 3
2
votes
1 answer

OpenGL Vertex Buffer not drawing (LWJGL)

I've been trying to implement a better way of drawing stuff, and tried using Vertex Buffers. Now, I've been following the Tutorial from the LWJGL Wiki [Using Vertex Buffer Objects (VBO)], but it does not work for me, it does not draw at all (as far…
Ivorius
  • 356
  • 2
  • 4
  • 13