glhelper | Helper & thin abstraction classes for OpenGL | Serialization library

 by   Wumpf C++ Version: Current License: MIT

kandi X-RAY | glhelper Summary

kandi X-RAY | glhelper Summary

glhelper is a C++ library typically used in Utilities, Serialization applications. glhelper has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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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              glhelper has a low active ecosystem.
              It has 10 star(s) with 5 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              glhelper has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of glhelper is current.

            kandi-Quality Quality

              glhelper has no bugs reported.

            kandi-Security Security

              glhelper has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              glhelper is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              glhelper releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            glhelper Key Features

            No Key Features are available at this moment for glhelper.

            glhelper Examples and Code Snippets

            No Code Snippets are available at this moment for glhelper.

            Community Discussions

            QUESTION

            faces not fully drawing and disappearing
            Asked 2020-Feb-23 at 09:13

            im trying to learn opengl and when i use depth test the faces slowly disappear im not sure what's happening and i can't find anything online

            drawing code:

            ...

            ANSWER

            Answered 2019-Sep-10 at 19:43

            When you enable the Depth Test, then you've to clear the depth buffer beside the color buffer.

            Source https://stackoverflow.com/questions/57877162

            QUESTION

            (LWJGL3) OpenGL 2D Texture Array stays empty after uploading image data with glTexSubImage3D
            Asked 2018-Sep-16 at 14:49

            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 14:49

            The 8th paramter of glTexSubImage3D should be 1 (depth).
            Note, the size of the layer is textureLayer.getWidth(), textureLayer.getHeight(), 1:

            Source https://stackoverflow.com/questions/52355123

            QUESTION

            glGetAttribLocation returns -1 on one of my attributes
            Asked 2018-May-09 at 13:14

            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 13:14

            See 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 and gl_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):

            Source https://stackoverflow.com/questions/50252778

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install glhelper

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/Wumpf/glhelper.git

          • CLI

            gh repo clone Wumpf/glhelper

          • sshUrl

            git@github.com:Wumpf/glhelper.git

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