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
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
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. 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
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
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
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
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
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
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
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
When trying to access GL_ARRAY_BUFFER using glBufferSubData to 128 byte buffer size, accessing takes at worst 200 microseconds. Instead when allocating whole bu
In OpenGL 4.6, I (attempt to) create and initialize a solid color texture as follows: glCreateTextures(GL_TEXTURE_2D, 1, &_textureHandle); glTexParameteri(G
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'