2
votes
1answer
100 views

Does interleaving in VBOs speed up performance when using VAOs

You usually get a speed up when you use interleaved VBOs instead of using multiple VBOs. Is this also valid when using VAOs? Because it's much more convenient to have a VBO for the positions, and one ...
0
votes
1answer
131 views

OpenGL Transform Feedback output size

I'm working on a particle system using transform feedback, and I would like to know if it is possible to render to anything other than floats, like halfs, using Transform Feedback (OpenGL 3.3)? It ...
4
votes
1answer
447 views

Vertex data split into separate buffers or one one structure?

Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component ...
2
votes
1answer
59 views

How to transform a subset of a vertex in a vertex buffer?

float linePos[6]={0.0f,5.0f,0.0f,0.0f,30.0f,0.0f}; ... glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2, linePos, ...
7
votes
3answers
1k views

What is a better abstraction layer for D3D9 and OpenGL vertex data management?

My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 ...
0
votes
1answer
365 views

Refactoring an immediate drawing function into VBO, access violation error

I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't ...
2
votes
1answer
815 views

how can I specify interleaved vertex attributes and vertex indices

I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into ...
2
votes
2answers
2k views

Using index arrays with OpenGL VBOs

I've recently started reading about VBOs. If, for example, I want to draw a cube using VBOs, can I use one VBO to hold the coordinates for the 8 vertices, and another one as an index array, to ...
5
votes
2answers
1k views

Generating geometry when using VBO

Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads. I am doing this by storing a STD::Vector, and removing ...
2
votes
1answer
659 views

Beginner question about vertex arrays in OpenGL

Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, ...