OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for ...

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-5
votes
1answer
214 views

multiplayer game in openGL [closed]

what is the easiest way how to make network communication in openGL/glut? Does anybody know any good tutorial for beginners? thanks (or is there any simpler way then openGL?)
2
votes
0answers
242 views

Displacement Mapping opengl-es [closed]

I need to do an application similar to this Morfo. And I posted a question here where the answer states the solution is "Displacement Mapping" . And I googled this to do it in opengles. I couldnt get ...
1
vote
1answer
251 views

Are interleaved vertex data formats better than non-interleaved formats?

I have been reading up on data formatting for 3D objects so that I can render my meshes as fast as possible in OpenGL. I am quite new to OpenGL so bear with me. The format for interleaving your ...
2
votes
1answer
405 views

Physics engine for Billiard game [closed]

I need to write a simple 3D billiard game using OpenGL. Which physics engine is simple and best to use in this case? Or it's better to write physics by myself?
1
vote
1answer
728 views

How expensive is OpenGL Texture Binding

I'm currently working on a renderer for Tiled's .tmx maps. Among one of the features there is that layers and tilesets are independent, so that a layer can use any tile set on any tile. It's not so ...
0
votes
2answers
660 views

WinAPI SwapBuffers and Threads

I'm trying to use a different Thread for the whole WinAPI-Message-Loop stuff, so the window always keeps being responsive. Of course I'm using the main thread as the "window thread", because I need a ...
2
votes
1answer
415 views

How to solve artifacts caused by vertex lighting in my voxel engine?

My current lighting system bakes the light amount based on ray-tracing from the light source to the 8 corners of the block (so per-vertex) and the distance to the light on the blocks. It works ...
0
votes
1answer
206 views

How do I implement my old OpenGL-based gfx_render_triangle_list using DX11?

I am working at a game that has lots of procedural content. I had built a game engine using OpenGL that handles everything needed for creating a basic 2D game, sprites, primitives, blending, polygons ...
0
votes
1answer
248 views

How to get a smooth dimming with SSAO?

I implemented SSAO in my game based on the tutorial at gamerendering.com. But the results I get are disappointing. Instead of a smooth effect as seen in the nvidia demos, my implementation causes ...
0
votes
2answers
230 views

LWJGL Game crashes on some other machines [closed]

I just tried running my game on a friend's laptop, but for some reason it crashes. The exported .jar runs fine on my machine, and some others too. I can see that is has something to do with the ...
7
votes
1answer
504 views

How wise is this multithreading architecture?

I'm rewriting a game engine I wrote in an attempt to parallelize as much as possible. I'm considering making properties which may be accessed from multiple threads all use accessors which use boost ...
-1
votes
3answers
249 views

Directional light and matrix issues

I'm trying to implement basic directional lightning in OpenGL 3.3 by emulating the logic shown in this guide: http://www.arcsynthesis.org/gltut/Illumination/Tutorial%2009.html I do not understand ...
5
votes
1answer
140 views

GLImpl.gldrawelements longer than usual

I'm developing a little game engine for the Android platform and I'm trying to improve the performance of this one. (I'm not an OpenGL expert) I can see a framerate drop sometimes, when using DDMS ...
3
votes
1answer
519 views

Rotation matrix from OpenGL to DirectX

I have an application which uses openGL and i have to port it to DirectX. To sum up my issue : How can I port rotation matrix based on a right-handed coordinate system to a left-handed coordinate ...
4
votes
1answer
655 views

deferred rendering and point light radius

I use a common attenuation equation for point lights: attenuation = 1 / kc + kl * d + kq * d^2. I use deferred rendering so I need to know a light radius. An example light has following intensity: ...
4
votes
1answer
355 views

How do you display non-cutout transparent 2D textures with a depth buffer? (OpenGL)

I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
4
votes
3answers
697 views

Voxel engine artifacts

There are white little dots between blocks at random places, mainly at very near blocks. They disappear when I move the mouse and change the view direction. I use Vertex Arrays with ...
0
votes
2answers
331 views

Translate camera position toward camera orientation

I have a camera position (Vec3) and camera horizontal/vertical angle. Now I want to translate my camera position toward the current camera orientation - what is the best way to do that? I am sure it's ...
1
vote
1answer
176 views

OpenGL VBO Additional Attributes

If I have a buffer with my vertices, normals and texture coordinates, and I use glDrawArrays to draw the VBO to the screen, how can I send attributes per vertex that I placed in an array to the shader ...
3
votes
1answer
202 views

Rotate an image and get back to its original position - opengles glkit

I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, ...
4
votes
2answers
625 views

Do opengl games tend to use multiple shaders? [duplicate]

For any given object that you want to render, there may be a whole bunch of things that need to be considered for rendering (Material, Texture, Lighting, Blending etc). But, you may also have some ...
3
votes
1answer
177 views

LWJGL Eclipse Resource Deployment

I'm still experimenting with some OpenGL in LWJGL, and as I get to know more and more about OpenGL, I start to do more complicated things like multi texturing, shadowmapping and more. Now, right now ...
3
votes
1answer
350 views

Should I learn OpenGL 1.5? [closed]

I want to start learning OpenGL with a book I have since a long time ago (Beginning openGL Game Programming) and it uses OpenGL 1.5 so my question is, should I learn OpenGL using this book and then ...
0
votes
2answers
171 views

lemniscate of Bernoulli [closed]

I am trying to learn and teach myself openGL and I wanted to draw a figure 8 in a 3D setting but I'm having a problem. Please forgive me, I am very new at this but I'll attempt to explain what I have ...
0
votes
0answers
926 views

How to do collision detection in 3D using bounding boxes?

I am using c++ in visual studio 2010 with opengl. I am trying to make a programme that has 2 boxes that are able to be stacked on top of each other but I am having some trouble with the collision ...
1
vote
1answer
2k views

Setting Up GLEW with VS2012 [closed]

I'm trying to set up GLEW with Visual Studio 2012 and I'm having some trouble with it. I downloaded the GLEW binary from http://glew.sourceforge.net/ and moved the contents from it's lib folder to ...
1
vote
1answer
399 views

OpenGL ES screen to world coordinate

I am currently attempting to convert my screen coordinates to world coordinates, to be able to interact with objects. I am using glm and unProject to try and achieve this, so far this is my code: ...
3
votes
1answer
199 views

When do I use VBO?

My drawing code currently draws by calling glVertex3f(x, y, z) for each of my object's vertexes, and I've been suggested to use VBO as it'd enhance the performance of my drawing code. After checking ...
0
votes
1answer
500 views

Exit() redefinition while using Opengl

I am using Visual C++ 2010 and I get the following errors: 1>d:\visual c++\vc\include\stdlib.h(353): error C2381: 'exit' : redefinition; __declspec(noreturn) differs ...
0
votes
1answer
454 views

OpenGL accepted image formats

I am just starting out with OpenGL, so I need a little help understanding how textures are loaded. When I look at the OpenGL manual, it gives a list of accepted image formats, e.g. ...
3
votes
1answer
200 views

Cut a translucent square in a texture

How to remove (cut-out) a transparent rectangle in a Texture, so that the hole will be translucent. On Android I would use the Xfermodes approach: ...
0
votes
1answer
215 views

Ways to “invert Z-axis” in shader-based core-profile OpenGL?

In my hobbyist shader-based (non-FFP) GL (3.2+ core) "engine", everything in world-space and model-space is by design "left-handed" (and to stay that way), so X-axis goes from -1 ("left") to 1 ...
10
votes
4answers
5k views

OpenGL: why do I have to set a normal with glNormal?

I'm learning some basics of OpenGL but I'm wondering why there is a call glNormal to set the normal of vertices. If I create a simple triangle like this: glBegin(GL_TRIANGLES); ...
1
vote
1answer
473 views

Obj Blender Export Recommendation for OpenGL C++

I have been modelling some objects inside blender, like a light bulb. I finished the light bulb, and I got a question at the time of export it. I want to export the light bulb in the wavefront format ...
3
votes
2answers
244 views

Calculating transform of arrow model pointing at some point in 3D space

I'm working on a 3D flight game and I'd like to implement a simple "navigation arrow" pointing at the next waypoint in world which the player has to fly to. I have position of both airplane (=camera) ...
9
votes
2answers
1k views

Are there still advantages to using gl_quads?

OK, I understand that gl_quads are deprecated, and thus we're not 'supposed' to use them anymore. I also understand that a modern PC when running a game using gl_quads is actually drawing two ...
4
votes
2answers
457 views

Defining an OpenGL unit

I have read that you can define your OpenGL unit by using glViewport. As far as I understood if you use something like glViewport(0,0,600,600) then 1 OpenGL unit = 600 pixels. Now my problem is what ...
0
votes
1answer
307 views

Stars coming out of screen [closed]

I am pretty new to Graphics Programming. I am currently using OpenGL. I have got some hands-on in last few days. I have knowledge of Texture Mapping, Cubemap, Multitexturing. But somehow I am not able ...
4
votes
2answers
1k views

Where and how to smooth a voxel-based terrain surface?

I want to smooth the blocky terrain in a Minecraft-like world. The smoothing affects visual appearance and physics but not the logic of placing and picking blocks. I have my mathematical formula to ...
0
votes
1answer
531 views

Using compressed(ETC1) textures in LibGDX

I use standard android tool for compressing PNG texture and archiving it with gzip: /android-sdks/tools/etc1tool texture.png --encodeNoHeader gzip texture.pkm Then I try to load it: FileHandle ...
3
votes
1answer
669 views

creating a UI menu in c++

Im currently working on a 2D Game where the users can interact with specific nodes and are able to edit certain bits of information and I also plan for the users to be able to click buttons to set ...
2
votes
1answer
672 views

HDR / Tone Mapping - choosing parameters

I implement HDR in my graphics engine (deferred rendering) based on this document: link I save a luminance in a texture (RGBA16F) this way: const float delta = 1e-6; vec3 color = texture(texture0, ...
1
vote
2answers
158 views

Finding Surface of Inner Volume mesh

I am working on the generation of Hexahedral mesh generation using octree based discretization. I have a volume mesh (Hexahedral), using isomorphism I need to project the outermost surface vertices of ...
4
votes
2answers
507 views

C++/OpenGL Game - How to Make it Compatible with Screen Recorders?

I'm developing a 3D tower defense-like game in C++/OpenGL on Windows. The problem I'm having isn't about the game itself (the game runs fine), but it's about using screen recording software to record ...
1
vote
0answers
172 views

Sketchy results from ray-plane intersection code

I've set up a demo with simple first-person controls using C++ and OpenGL, and it seems to work reasonably well. My goal is this: when the player looks at a plane and clicks the left mouse button, ...
2
votes
2answers
604 views

Does my 2D OpenGL renderer need optimized?

I've started a game engine for learning purposes. I have successfully gotten an opengl renderer working and I can draw textures of varying sizes to the screen. The way I have done this is by creating ...
2
votes
1answer
1k views

glsl 150 struct in uniform buffer object

Can I do this in opengl 3.2 / glsl 150? glsl shader: struct LightSource { vec4 ambient; vec4 diffuse; vec4 specular; vec4 position; vec4 direction; }; ... layout(std140) uniform ...
5
votes
1answer
452 views

Is a 10 meg 2048x2048 bitmap too big a size texture to use in an OpenGL game?

This is a speed question, I have a texture, which is 2048 per 2048, the texture is designed to run in big resolutions (1920x1080 for example). The problem is, that the texture have a size of 10MB in ...
0
votes
2answers
766 views

Drawing Sprites in Android OpenGL efficiently?

I want to basically give myself some sprite drawing functions (making use of openGL) such as; draw(Texture,x,y) I want to do this using OpenGL-ES 2.0 on Android. Since the textures can be varying ...
1
vote
2answers
233 views

How to get a texture from current point of view in OpenGL 2.0 ES?

Probably the title is confusing, but I didn't know how to ask better, sorry about that. What I would like to do is get a bitmap texture that represents exactly what's rendered at one point in time and ...