Category "opengl"

Second call to glDrawElements() takes 1.8 seconds in debug or release

The first frame takes forever to render, and I've narrowed it down to my second call to glDrawElements(). How weird. Here's the relevant code, obnoxious logging

Why is this texture displaying all black?

Here is the function where I am calling all of my draw operations. I also compile the shaders inline in the function. It displays the quad correctly when I just

no NPOT issues on msvc but when on mingw-w64 the screen stays blank

I'm using olc::PixelGameEngine and I'm using the Example Program except that I'm enabling STB image. on MSVC, PGE worked great for several months without any is

Cannot get gfwl source package to work in vscode

I wanted to learn OpenGl because I was just getting into c++ and I thought it would be cool to learn but now I'm stuck and I don't know what to do. So basically

glTexImage2D - channels count as the internal format

OpenGL 2.1 documentation says that glTexImage2D accepts channels count as the internal format. How does choosing the internal format work in such scenario ? Doe

Painting to a texture with undo/redo functionality

I am currently painting to a texture using: glTexSubImage2D(); You can choose brush radius, color, shape etc. Then use any of the functions: public void drawPo

How do i hide the bug image once its hit by a bullet in opengl and c++

I am working on defender/space invaders game. I have drawn bug sprite and a bullet sprite. I shoot at the bug with a bullet but when the bullet hits the bug it

LWJGL Texturing - glTexImage2D sometimes crashes

I'm making a Texture class for my game engine. Right now I currently have this simple code for creating a 2D texture and loading an image to it. public class Te

How to Run Java3D on Window10 with Intel(R) UHD Graphics 630 Card(DirectX), using Eclipse

I could not load a 3D object using Java3D 1.5.1. I tried a few examples like: (1) HelloUniverse.java from https://www.cs.utexas.edu/~scottm/cs324e/CodeSamples/H

Using Texture Atlas as Texture Array in OpenGL

I'm now building a Voxel game. In the beginning, I use a texture atlas that stores all voxel textures and it works fine. After that, I decided to use Greedy Mes

Compute shader how to update a shared resource with proper locking/unlocking

I'm currently investigating if it's technically feasible to move some calcuations from a CPU implementation to compute shaders. There is a step where I really n

ImGuiConfigFlags_DockingEnable not found

I'm trying to implement ImGui in my opengl app, but, for some reasons, the flag: ImGuiConfigFlags_DockingEnable is not found. I even tried to go in the files an

Trying to implement shadow using OpenGL; depth texture seems correct but shadow is not displaying

trying to implement shadow. I checked my depth texture on a quad, and it seems correct, but the shadow is not displaying. I check my shadow vertex and fragment

OpenGL texture arrays render the texture completely black

I'm attempting to render a .png image as a texture. However, all that is being rendered is a black square. Can anybody see any mistakes in my OpenGL GL_TEXTU

SharpGL Low Resolution Textures

I am loading textures in using the following code: var texture = new SharpGL.SceneGraph.Assets.Texture(); texture.Create(gl, filename); But when I render them

Compilation issues with a simple ImGui(GLFW+OpenGL3) program on Linux

I am getting the following error while compiling a simple imgui+glfw+opengl3 program on GCC 11.2.0 on Pop!_OS (Ubuntu): [build] In file included from ../externa

Pure OpenGL on Windows? [duplicate]

I want to use OpenGL without GLFW, the docs say that I need to add opengl32.lib to linker dependencies. How do I specifically import OpenGL an

Passing unsigned int input attribute to vertex shader

In a typical building of a vertex-array-buffer, I am trying to pass an unsigned int attribute along side other classical ones (vertex, normal, texture coordinat

SDL2 Draw scene to texture. SDL2 RenderTexture like SFML

I've been developing a 2D Engine using SFML + ImGui. The editor is rendered using ImGui and the scene window is a sf::RenderTexture where I draw the GameObject

OpenGL texture gets worse when moving camera away from object

The texture gets generally worse more I move the camera away from the object. I need to be really close to the object for the texture to be fine. Does anyone kn