38,058 questions
-1
votes
1
answer
40
views
Lightened mesh "ribs" while smooth rendered
I recently faced a problem I still cannot overcome for the reason I don't understand its nature.
I created a sphere, assigned vertices and normals and indices and built DSA vao (Opengl 4.5). Having ...
0
votes
1
answer
63
views
Invalid operation in `glTextureView`
I am using a GL_TEXTURE_2D_ARRAY for storing all my textures and was trying to figure out a TextureView system to see individual textures, but when I try to initialize it, it says GL_INVALID_OPERATION ...
-3
votes
0
answers
43
views
OpenGL FrameBuffer Depth Z-Buffer problem , black or white screen only
with python and OpenGL I'm trying to implement a Depth of Field through depth in post processing via a FrameBuffer.
The blur somehow seems to work, but the main problem is that when I try to render ...
-2
votes
0
answers
69
views
Why does this OpenGL square render outside of its window? [closed]
I have a PyQt OpenGL widget which renders a square which fills the widget. The subclasses define the fragment shader.
The Vertex Shader is
#version 330
in vec2 v_position;
out vec2 f_position;
void ...
-2
votes
0
answers
34
views
Weird layer effect when rendering volumetric clouds using openGL [closed]
When trying to follow the physically accurate cloud part of this tutorial I get weird artifacts on my clouds, it looks like the clouds has layers and is not continuous:
...unlike with the reference ...
-2
votes
0
answers
60
views
Too many varyings cause linking error in GLSL? [closed]
Im in GLSL 130. I moved a bunch of calculations from my fragment shader to my vertex shader just because I thought it would improve performance. I added a ton of varyings to get those answers back to ...
1
vote
1
answer
53
views
Can't get GL_NV_gpu_shader5 to work in QT 5 when hasExtension is true
I have the following code, QT doesn't explain how to use extensions like this, like at all (just a default page when you go to QtOpenGLExtension page), so I assume I'm supposed to inherit from it.
//...
1
vote
0
answers
43
views
When using Shader with OpenTK in WPF, the drawing is not reflected [closed]
ContentControl is created in WPF.
The ContentControl, BottomTextContentControl.cs, owns the GLWpfControl, which uses OpenTK to do the drawing.
I am using the Shader program for efficient drawing, but ...
0
votes
0
answers
30
views
Bindless Uniform Variables
I am implementing a 3d renderer in OpenGL.
Here is how you would render some 3d models:
Renderer3D.begin(camera);
Renderer3D.setShader(shader_1);
Renderer3D.render(model_1, transform_1);
Renderer3D....
-1
votes
1
answer
79
views
Legacy OpenGL Display Issue
I am using Legacy OpenGL to make a fish tank:
#include <GL/glut.h>
#include <stdio.h>
float fishPosX = 0.0f;
float fishDirection = -1.0f;
float rotationAngle = 0.0f;
int rotating = 0;
...
1
vote
1
answer
91
views
How to get data stored in VBO
I need to get back a float[] of vertices which is stored in attrList in vbo in vao.
I do:
float[] b = new float[vertexCount];
glBindVertexArray(vaoId);
long pointer;
glEnableVertexAttribArray(0);
...
1
vote
1
answer
109
views
TinyGLTF-loaded GLTF file fails to render?
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 <...
-1
votes
1
answer
48
views
Why is my projection matrix being optimized by glsl?
If I have the following shader sources:
// vertex shader
#version 460 core
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inNorm;
uniform mat3 proj;
layout(binding = 0, std430) ...
0
votes
0
answers
32
views
How to calculate opengl camera image vertices, knowing opencv extrinsic calibration parameters?
So, I did intrinsic and extrinsic camera calibration, and I got intrinsic parameters (fx,fy,cx,cy) and extrinsic [R|t]. The function cv2.drawFrameAxes is plotting the axis just fine, with the length ...
3
votes
1
answer
70
views
OpenGL function calls seemingly affecting unrelated data [closed]
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 ...