How to use a large number of textures in glBufferData-glDrawArrays(openGL)?
OpenGL only supports binding a limited number of textures (e.g. 16) at the same time, but now I need to use a higher number of textures in once glBufferData-glDrawArrays call, how can I use more than 16 textures in this process?
OpenGL async PBO texture read stalling [closed]
Closed 2 days ago.
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.
How to create unique/strong type definitions of other types and validation functions for them in C++?
I’ve recently watched an interesting video about domain modeling in F#, and I wanted to apply some of the concepts to my C++ code.
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* […]
Hard coding array working while passed array is not [OpenGl | Vertex and Indices Array]
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* […]