glhelper | Helper & thin abstraction classes for OpenGL | Serialization library
kandi X-RAY | glhelper Summary
kandi X-RAY | glhelper Summary
Helper & thin abstraction classes for OpenGL 4.5. No compromises! Assumes full availability of direct state access, texture/buffer storage and so on.
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QUESTION
ANSWER
Answered 2019-Sep-10 at 19:43When you enable the Depth Test, then you've to clear the depth buffer beside the color buffer.
QUESTION
So I'm currently trying to replace my old texture atlas stitcher with a 2D texture array to make life simpler with anisotropic filtering and greedy meshing later on.
I'm loading the png files with stb and I know that the buffers are filled properly because if I export every single layer of the soon to be atlas right before uploading it it's the correct png file.
My setup works like this:
I'm loading every single texture in my jar file with stb and create an object with it that stores the width, height, layer and pixelData in it.
When every texture is loaded i look for the biggest texture and scale every smaller texture to the same size as the biggest because i know that 2D texture arrays only work if every single one of the layers has the same size.
Then I initialize the 2d texture array like this:
...ANSWER
Answered 2018-Sep-16 at 14:49The 8th paramter of glTexSubImage3D
should be 1 (depth
).
Note, the size of the layer is textureLayer.getWidth()
, textureLayer.getHeight()
, 1
:
QUESTION
glGetAttribLocation returns -1 on one of my 3 attributes (color). Checking for errors, state, etc and everything returns positive. Using OpenGL ES2 on Android 7. Just cannot find the cause and the way how color is set up is identical to texcoord for me.
Vertex Shader:
...ANSWER
Answered 2018-May-09 at 13:14See OpenGL ES Shading Language 1.00 Specification; 7.2 Fragment Shader Special Variables; page 60:
The output of the fragment shader is processed by the fixed function operations at the back end of the OpenGL ES pipeline. Fragment shaders output values to the OpenGL ES pipeline using the built-in variables
gl_FragColor
andgl_FragData
, unless the discard keyword is executed.
This means you have to write to gl_FragColor
in the fragment shader (instead of the varaible outColor
):
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