How to draw Two Cubic Bezier Curve using 8 Points The last point of the first curve will be the starting point of second curve What I am doing wrong ?? Please H
I have an SSBO that contains a list of structs that contain both integers and vec3s as you can see below. I am using OpenTK for the C# opengl bindings. struct B
So i am trying to make a game where I want to update my player and enemy. enemy and player are squares. I have a square class with VAO, VBO, EBO and vertices wh
Is it possible to make a cube map texture (GL_TEXTURE_CUBE_MAP_POSITIVE_X...) repeat on a given face with OpenGL? I have a simple unit cube with 24 vertexes cen
I'm trying to make a game using LWJGL 3, but I get this error: No context is current or a function that is not available in the current contex
I'm working on a 3D project in OpenGL. Picking objects is my thing to worry about, but right now I can't get the main thing working. Which is casting a ray from
i have noise posteffect if(noise){ float y = rand(TexCoords.xy, time); if (y > 0.975) { float x = rand(TexCoords.xy, time);
I am trying to draw a 3D cuboid by clicking on one of the corner points and then extending it based on the dimensions provided by the user, and then rotating it
I try to implement screen space reflections in my graphics engine using ray marching algorithm. I've got weird results, which you can watch in the video: https:
The problem I'm just trying to make a game like minecraft, but I just can't add to a vbo from another process. The strange thing is that the logs appear two tim
window = glfwCreateWindow(winW, winH, "TestApp", NULL, NULL); After calling this command, the mouse cursor disappears. When a breakpoint is triggered after thi
I'm trying to implement omni-directional shadow mapping by following this tutorial from learnOpenGL, its idea is very simple: in the shadow pass, we're going to
I have a texture that has the format GL_RED_INTEGER. This texture has been generated with a compute shader. I have another shader that I use for debugging that
This is the code for a ground object that gets rendered every frame in a game I'm making with c++ and openGl. Ground::Ground() { this->loadedObject = loa
I'm working on an OpenGL project and I'm using stb_truetype to render text in my game. The first font I tried (which was a .ttf file which had an OpenType forma
I'm making an application in c++ and Qt. I'd like to know if the settings below are enough to have vsync enabled automatically by Windows for qt application. ev
I’m trying to display YUV420p video using OpenGL. I understand how it is supposed to work (uploading Y, U, and then V buffers in separate textures while p
I was trying to put texture onto quad with this code: import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * from PIL import
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
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