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Tag Archive for c++opengl

OpenGL async PBO stalling

I attempted to implement a readback of a drawn framebuffer for auto-exposure, but no matter what I try, either glGetTexImage or glMapBuffer stalls.
Am I doing this wrong, or this this an issue with my particular machine, because I can’t observe the stalling on my notebook.

OpenGL async PBO stalling

I attempted to implement a readback of a drawn framebuffer for auto-exposure, but no matter what I try, either glGetTexImage or glMapBuffer stalls.
Am I doing this wrong, or this this an issue with my particular machine, because I can’t observe the stalling on my notebook.

OpenGL async PBO stalling

I attempted to implement a readback of a drawn framebuffer for auto-exposure, but no matter what I try, either glGetTexImage or glMapBuffer stalls.
Am I doing this wrong, or this this an issue with my particular machine, because I can’t observe the stalling on my notebook.

Batch Rendering leading to flickering of textures

So I followed The Cherno’s Game Engine series and now created the batch rendering system, I followed it, but the textures seem to flicker, like if OpenGL tries to mix two textures. Here is the fragment shader:

OpenGL texture not showing

I checked everything multiple times, and didn’t find any of the common problems i found on stackoverflow, reddit, and stackexchange. I’m trying just to render a rectangle with a texture at the moment, but it is invisible (if i try to use a basic shader the rectangle shows up correctly).

Hard coding array working while passed array is not

float vertices[] = { 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left }; unsigned int indices[] = { // note that we start from 0! 0, 1, 3, // first Triangle 1, 2, 3 // second Triangle }; Mesh* […]