I'm having some problems with an opengl application I'm writing. GLenum err = 0; glEnable( GL_DEPTH_TEST ); err = glGetError(); if ( err != GL_NO_ERROR ) p
I'm trying to move figure inside vertex GLSL shader: layout(location = 0) in vec3 Position; layout(location = 1) in vec3 offset; uniform mat4 ProjectionViewMa
My swing application is trying to use OpenGL to get better performance. But on some machines the UI doesnt load at all. How could i determine programmatically i
So, we're trying to build a Real-Time System with preemption within a process, executing each task as a separate thread. To build the GUI, SDL was the library c
I use PyGLM and PyOpenGL I have specified the following Shader Storage Buffer in the Vertex Shader: layout(std430, binding = 1) buffer MVP { mat4 u_proj;
I'm trying to move the perspective view, so I can see that the sun, earth, and moon is moving around on a screen. I'm keep searching and trying to fix this but
I have seen instanced rendering using a vertex attribute buffer. So in addition to your usual data such as 'position' and 'normal' you have an extra 'attribute'
I am manually raytracing a 3D image. I have noticed that, the farther from the 3D image I am, the bigger the aliasing. This 3D image is basically a voxelized r
I'm trying to handle the transform of texture in fragment shader. the resolution of window is (640,360), the rotation is 30 degree, and the scale is vec2(0.5,0.
I am using OpenGL to render a scene in python. My code works perfectly fine on windows but, for some reason, I'm having issues when importing opengl.gl on MacOS
I have to create animation where gatling gun will be shoot (it doesn't have to be complex, cause it's just a practice). I drew basic version of my gun which loo
I have a function in my program which rotates a point (x_p, y_p, z_p) around another point (x_m, y_m, z_m) by the angles w_nx and w_ny. The new coordinates are
I've encountered this error a few times now when compiling my shaders. Here is the infoLog/Error Vertex shader failed to compile with the following errors: ERRO
I wan't to use the #include macro to include shader files in glsl, and I heard there is a ARB_shading_language_include extension support the #include macro. Is
I need to draw n planes in 3D space. The quads are planes created from two points, and with an algorithm I get 4 vertex for drawing the quad. The problem I have
I don't want to use QOpenGLWidget, because of the old version of OpenGL inside. I don't understand what is the difference between getting QOpengGLFunctions from
pub struct FrameBuffer { renderer_id: glow::Framebuffer, color_attachment: glow::Texture, //depth_attachment: glow::Texture, width: u32, hei
Why does this line: float x = 1 - gl_Color.x; give: (26): error: Could not implicitly convert operands to arithmetic operator
I'm trying to implement very simple diffuse shader in GLSL/openGL. Here's what I got: Vertex shader: #version 130 in vec3 vertPos3D; in vec3 vertNormal3D; un
Im trying to get my FPS to display in the window title but my program is just not having it. my FPS code void showFPS() { // Measure speed doubl