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location Chemnitz, Germany
age 26
visits member for 1 year, 11 months
seen May 14 at 15:02
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May
8
revised glBufferSubData and offset alignment?
deleted 3 characters in body
May
8
answered OpenGL noob: Using VBO to draw a colored triangle
May
2
revised glBufferSubData and offset alignment?
added 55 characters in body
May
2
comment glBufferSubData and offset alignment?
@KaiserJohaan That is a completely different problem and doesn't have anything to do with glBindBufferRange itself, but with uniform buffer objects specifically and how the implementation aligns multiple uniform blocks inside a uniform buffer object. So in this case using the buffer as a uniform buffer requires offsets to be properly aligned for uniform blocks, while in your case it requires the offsets (in glVertexAttribPointer) to be properly aligned for attribute data (float[3] in your particular case).
May
2
revised glBufferSubData and offset alignment?
added 2 characters in body
May
2
revised glBufferSubData and offset alignment?
added 2 characters in body
May
2
revised glBufferSubData and offset alignment?
added 2 characters in body
May
2
comment How would one render dynamic vertices in OpenGL ES 2.0 like in a 3D modeling program?
"I've only seen examples where you have to re-compile a shader each time you make an array." - Those examples were either (1) complete rubbish, (2) completely ingenius complex stuff doing something totally different, or (3) you don't have the same notion of "shaders" and "vertex arrays" that OpenGL has. "does this update the data without having to recompile the shader?" - Huh? How much and what data your buffer objects contain has absolutely nothing to do with your shaders.
May
2
answered glBufferSubData and offset alignment?
Oct
1
comment How to create OpenGL (ES 1.0) texture programmatically?
@labotsirc Though, the OP cannot use any fragment shaders, since he uses ES 1.0.
Jul
2
answered How to create OpenGL (ES 1.0) texture programmatically?
Jun
5
awarded  Yearling
May
31
answered Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES
Apr
30
answered VBO triangle not rendered using Freeglut Opengl 3.x, not understanding the weird fixes
Mar
8
answered Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
Jan
25
comment How to decide to use OpenGL ES 1.0 or 2.0 for Android?
@stephelton Like said, I don't have any overview of the current ES devices, so you may be on the right side regarding compatibility. It is also true that ES 1 has a shallower learning curve and may be easier to start for a beginner and get into the general ideas of transformation, lighting and texturing (which are also useful for ES 2, of course), but I think it's just not neccessary to make the detour over ES 1.
Jan
25
comment How to decide to use OpenGL ES 1.0 or 2.0 for Android?
First it was a 0, but -1 for the edit, especially the "scare away"-part which is just contraproductive.
Jan
25
comment How to decide to use OpenGL ES 1.0 or 2.0 for Android?
@stephelton And well, graphics is not easy and using an old fixed-function approach to do transformation, lighting and texturing for you, only so that you don't need to understand what it really does, is no real alternative (and doesn't make it that much easier anyway). Once you do something more involved than a rotating cube (although that's what a beginner will surely do first), the additional overhead will vanish, moreover it will result in less overhead by enabling you to implement your ideas more straight-forward than somehow crunshing them into the fixed-function features.
Jan
25
comment How to decide to use OpenGL ES 1.0 or 2.0 for Android?
@stephelton But you need to understand those things (matrix stuff) anyway. And removing it from OpenGL doesn't mislead you to think they are implemented in hardware anymore. Somebody has to implement the matrix stuff, and it's actually not really OpenGL's job to do this as it doesn't have anything to do with the graphics hardware. Get a library for it if you don't want to mess with it yet. Just use good learning resources and don't try to take on the world right from the start. Then starting with shader-only ES 2 should be no problem.
Jan
25
answered How to decide to use OpenGL ES 1.0 or 2.0 for Android?