opengl-tutorials | Tutorials from the following playlist https | Learning library
kandi X-RAY | opengl-tutorials Summary
kandi X-RAY | opengl-tutorials Summary
This is the repository that contains all the source code for the YouTube tutorial playlist which can be found here: Keep in mind that some OpenGL tutorials are linked to the Resources directory, so they don't stand by themselves (this is done in order to not duplicate large resources such as textures and models across different tutorial directories).
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QUESTION
Seasons Greetings everyone! I adapted the code from this tutorial to support using a VAO/VBO, but now I get this:
Instead of a nice round circle. Here's the code:
...ANSWER
Answered 2019-Dec-24 at 12:54The size of your VBO is numVertices * sizeof(GLdouble)
, which is half the actual size of your vertex data (there is an x and a y component for each vertex). Thus, you end up drawing twice as many vertices as your VBO actually has vertex data for. Reading out of bounds of your VBO seems to result in just zeroes in your OpenGL implementation, which is why all vertices of the lower half of your circle are just the bottom left corner (this is not guaranteed unless you explicitly enable robust buffer access, just what your driver and GPU seem to be doing anyways)…
couple of notes:
- You generally don't want to use
double
unless you need it.double
takes twice the memory bandwidth, and arithmetic ondouble
is generally at least a bit slower thanfloat
(yes, even on an x86 CPU since floating point arithmetic is not really done using the x87 FPU anymore nowadays). GPUs in particular are built forfloat
arithmetic. Especially on consumer GPUs,double
arithmetic is significantly (an order of magnitude) slower thanfloat
. - Why not simply push the vertex data directly into
vertices
rather than first intocircleVerticesX
andcircleVerticesY
and then copying it over intovertices
from there? You know exactly how many vertices are going to be generated. Thus, there's no need to dynamically grow your vertex container in the loop that generates the coordinates (among other things, the
.push_back()
will almost certainly prevent vectorization of the loop). I would suggest to at least.reserve()
the corresponding number of elements (assuming this is anstd::vector
) before entering the loop. Personally, I would just allocate an array of the appropriate, fixed size via
QUESTION
IDE: xcode
System: MacOS
What I'm trying to doMy project [repo] is at the point where I successfully made a skybox [tutorial link] work, but I'm struggling with assimp's model loading [tutorial link].
The problemI don't recieve any errors. The model is just not loading into the window, even though I added cout << vertices.data() << endl;
[github line link] at the respective line in the model.h
[github line link], after it get's initialised in main.cpp
[github line link] which is printing 0x106e6b000
, so the models vertices are loading.
However, the window remains empty, apart from the background color. In the tutorial [youtube video link with timestamp], which i followed faithfully, it's working.
What I'm trying to accieve:I'm trying to render the model nanosuit.obj
, which is proven to be red in. ourModel.Draw( shader );
should draw it, but doesn't or it's not being displayed.
For some reason it's not being displayed, despite no errors that data cant be found or exceptions triggered.
I would love to give a MCVE, but the code it very much interconnected, hence the github links.
As far as I can say this should draw the model, unless it complains.
...ANSWER
Answered 2019-Jul-12 at 21:42Got it. Model was never initialised. The tutorial was pre 2018, which is when GLM went away from auto initialising.
In the snippet I posted was the error.
It's supposed to be:
QUESTION
I am experimenting with mip-maps for the first time in OpenGL. I followed this tutorial, which builds on this code. In the fragment shader I did the following modification:
...ANSWER
Answered 2018-Oct-10 at 20:49The source of the problem was an old driver. The computer I was working on had a special setup where non-standard PPAs had replaced the ubuntu (Canonical) supported ones. I could not access some of those outside of a special intra-net (at customer). Didnt read the error messages at sudo apt-get update.
The lesson from my question: The sort of bugs that can arise, and how they can bite you is unpredictable if you do not update your graphics drivers.... even if you think you have updated them.... double and tripple check. Thanks to @derhass and @Rabbid76 for leaving helpful remarks.
QUESTION
I am working on an OpenGL assignment that requires us to incorporate Phong lighting model. However, I am seeing flickers when I tries to multiply two 1x3 vectors together.
Double swapping is enabled, and so is mipmap.
Examples:
color = texture(myTextureSampler, UV).rgb * vec3(0.5, 0.5, 0.5);
color = texture(myTextureSampler, UV).rgb * vec3(0.9, 0.9, 0.9);
color = texture(myTextureSampler, UV).rgb * 0.9;
color = texture(myTextureSampler, UV).rgb * vec3(1.0, 1.0, 1.0);
(Yes... that's a gif)
UPDATE: even this flickers:
color = vec3(0.9, 0.1, 0.2);
Full source code is here which is based on the opengl-tutorials.org code but (hopefully) this question will be updated very soon with a minimal reproduction of the problem.
Cheers
...ANSWER
Answered 2017-Nov-09 at 06:06It turns out that the issue is that OpenGL is expecting RGBA (vec4
) output instead of RGB (vec3
) because I enabled GL_BLEND
.
Solution 1: Turn off GL_BLEND
by removing glEnable(GL_BLEND)
.
Solution 2: return a vec4
. You can use vec4(existing_vec3, 1.0)
to "pad" it into a 1x4 vector.
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