I have a vertex buffer. There are situations when I don't want to render the whole mesh, but let's say each nth triangle of the mesh. I am using VAOs and VBOs. My data in the buffer is like this: ...
I am working on a 2D game in C++, with a simple rendering layer over OpenGL. I have a wrapper for GLSL shaders and shader programs, these wrappers encapsulate shader objects into C++ classes and ...
I want to display a simple textured Monkey mesh using VAO. Here's the code in the render part first without VAO to see what is the result I'm looking for. Texture *pTexture = ...
I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region ...
I'm trying to make a 2D Graphic engine for training me. I've actually made it with immediate draw and I've made the renderer outside (so I can switch between OpenGL and DirectX). How can I manage ...
On all the tutorials I can find about VAO's (Vertex Array Objects), they show on how to use them by configuring vertex attributes and binding a VBO (Vertex Buffer Object). But I want to create a VAO ...