Questions tagged [opengl]

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 applications like CAD software and computer games. It is also cross-platform. The OpenGL standard is controlled by the Khronos group, which also controls OpenGL ES.

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LWJGL With Modern OpenGL

I have a question. I am following ThinMatrix's tutorial on YouTube which is about making a 3d game with lwjgl. He uses OpenGL v3.0 and higher. However, my built-in graphic card supports only OpenGL ...
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PhysX Skeletal Animation

I am developing a game and using OpenGL for graphics API and NVidia PhysX for the game's physics. Recently I implemented skeletal animation from this site. The objects are read using assimp which ...
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How to load an FBX animation file in ASSIMP?

I have an example from a LearnOpenGL tutorial which loads the animations. Now, I want to use that to render FBX animation, but the result is totally wrong. What I want is simply to load an FBX ...
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glDrawArrays draws nothing in C. Trying to draw point in openGL(in C), no error but draws nothing

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Function glBindBuffer access violation while executing

So I have a problem, I am calling some opengl frame buffer functions in my code but for some reason I get the error from the title. I am also calling many other opengl functions without any problems ...
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Why would some assets require a transposed TBN matrix?

I'm writing an OpenGL/DX11 Windows/Linux "engine" and I've encountered a confusing behavior in DX, specifically. For math, I'm using GLM, which means all of my HLSL ...
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What's the difference between Unity3D rendering pipeline and OpenGL rendering pipeline?

I wanted to write small software renderer that will follow almost the same flow as OpenGL does, but got stuck with understanding of the rendering pipeline. After reading tons of info across the ...
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Screen space reflections bug

I try to implement screen space reflections in my graphics engine using ray marching algorithm. After a lot of trying I got this result: https://youtu.be/yzkgpcliBVQ As you can see, the reflections ...
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Having GUI on side rather than on game screen

How would I make it so that rather on the game screen the GUI is on the side of the screen and puts the game screen in its own little area so that its not covering part of the screen because right now ...
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How can I get look_at matrix from view_matrix?

I'm trying to set a look_at with the input of a view matrix, is there a way to do it? Because I know you can do the opposite (I think) where you set a look at and ...
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Per pixel shadows with depth / displacement map

I am looking to draw 2D sprites that cast artificial 3D shadows onto a flat terrain using an additional depth-texture when rendering the sprites. A black/white depth texture is used to add a height-...
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Simulating sprite shadows for a 2D top-down game

I have read some other posts with almost identical titles on here, but they are not exactly what I am looking for. (What I have seen come up a lot in 2D shadows is some sort of "ray-cast effect&...
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Implementing material (mtl) files into objects (obj) in LWJGL/OpenGL

I have an object loader that takes in textures, but when I try making some textures, they never turn out exactly how I want. I found out that a lot of them take a colour I want in one place and put it ...
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Correct camera transformation for first person camera

I am making a camera in openGl and I am having troubles with first person camera. So I had a few versions of camera transformation and all of them had their own problems. So at first, I was doing ...
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How to use glLookAt() to rotate around an object orbit

I've been struggling with a school project in which I'm supposed to create a camera like the one in Blender. One of the steps I need to implement is to make the camera rotate around an object's orbit ...
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Rendering top down water on a 2D surface (OpenGL)

i'm looking for suggestions on how i could use shaders to create a water effect on the surface in the picture (below): I am using noise to create heightmap and normalmap textures that is uploaded to ...
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Draw and render a sequence of 3D models with OpenGL

I have an application that will generate a 3D model for a dynamic 3D object (3D mesh + texture formatted as .obj file) at a time, so I end up getting a stream of 3D models (or 4D models?), and I want ...
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Multisample anti-aliasing not working with interior mapping

Multisample anti-aliasing is not working for rooms that I generated with interior mapping (see the picture below). Any suggestions why this is the case and how it can be resolved?
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OpenGL Multisampling doesn't work

I am trying to get the Antialiasing (multisampling) in OpenGL with SDL to work(as shown here), but the result doesn't change and I still get jaggy edges. Before rendering I call the following ...
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Is it possible to use hardware acceleration in OpenCL

I built a small game engine using OpenCL and SDL2 but it's not running really fast compare to Vulkan and OpenGL. I wrote rasterization code, but when I did some research Vulkan and OpenGL use hardware ...
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How to make object follow the mouse OpenGL?

I am trying to move an object on the 2D plane to follow the mouse position. I converted the mouse's XY and depth buffer value to world space coordinates, but the problem is that when I run the program,...
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How to decompose a GLSL mat4 to original RTS values within vertex shader?

I need to get the rotation differences between the model and the camera. convert the values to radians/degrees and pass it to the fragment shader. for that I need to decompose and the Model rotation ...
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How can transparency be implemented in a Minecraft-like game without sorting the vertices?

I'm working on a minecraft clone with OpenGL and I've been trying to implement the rendering of textures with transparency for several days now with out succes. What techniques can be used to achieve ...
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Does OIT Rendering work for semi-transparent textures with opaque parts?

I'm Work ing on a minecraft-like game (in OpenGL with c++) and I'm tryping to Implement Transparency for Blocks like windows, ice, leafs and water. I've tried to implement Weighted Blended Order-...
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Expected memory layout of 3D textures

I'm writing a texture viewer application which up until now supported 2D as well as 2D array textures. Recently I wanted to add support for some volumetric 3D textures that I stumbled upon but I am ...
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Working with normal maps and deferred rendering

So I've been trying to figure out how to add normal mapping with a deferred renderer in opengl for hours. Followed a tutorial and looked at a dozen posts around with similar issues getting it to work ...
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Problem to show more than one texture in OpenGL

I'm trying to build a dodecahedron dice. The problem I face is that I'm not able to show more than one texture. I have 12 textures, one for each face. I guess the problem is on the fragment shader, ...
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How to fix this 3D depth and blending issues using legacy opengl in c++?

I want to make some voxel game but when I enable GL_BLEND artifacts starting to show up. here some photo that I taken: As you can see when the semi-transparent ...
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What are the best LOD methods for planetary rendering?

I've been studying how to render planets for a while now. In 2013, a similar question, Which is the best LOD method for planet rendering? was asked. And the answers were: 1. CDLOD 2. GPUGCM 3. ...
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Is OpenGL built on top of OpenCL?

Does OpenGL use the help of OpenCL to do the GPU calculations for shader and vertex, or OpenGL have another library to do GPU calculations.
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Using second UV map in OpenGL

I am triing to write some kind of 3D viewer for some models from diferent 3d games. For visualisation I am using good old OpenGL. To represent parts of 3D geometry I´ve writen some generic Mesh class ...
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First triangle not drawn

I'm trying to simply draw a triangle but for some reason I can't see any. I made sure that every buffer was bound before use. Added the shader/program error chec. Added some logs using ...
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How to modify UV data using GLM/OpenGL

I am attempting to translate texture coordinates in an interlaced VBO the same way I translate vertex positions. That is ...
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OpenGL multiple Compute Shader passes creating a checker pattern

I'm working with OpenGL 4.3 compute shaders and I've run into an issue where it seems to fail to write/display every other pass. The code takes in a raster file from GDAL and loads it into an initial ...
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Texture quality depends on the number of stacks/sectors of the sphere in OpenGL

I'm trying to display bitmaps taken from the camera in 3d spheres in OpenGL. The problem I faced is that these images are displayed in a very low resolution. After try some things, I realize that the ...
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Rendering Objects with dynamic data in OpenGL

I am currently working on a OpenGL Renderer in C++. I have created a base Object class that looks a bit like this: ...
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What am I doing wrong with this GLM camera rotation?

I'm attempting a very basic camera with GLM in C++ that has full pitch and yaw rotation. The game I'm planning to make will eschew triangles in favor of flat scaled/rotated sprites to represent ...
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How to effectively manage multiple dynamic objects in OpenGL

Im at the point in the development of my game where I want to start rendering multiple objects on the screen and update them independently. There are two concepts I can think of to manage this. Each ...
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1 answer
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posting cards in memory game

I am making a memory game using opengl and c++. I am able to post playing cards to the screen. I am having a problem posting two identical cards randomly to the screen. I am able to post 10 cards to ...
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2 votes
1 answer
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OpenTK immediate mode on net core doesn't work?

I have some old code that i imported into an OpenTK C# application running on NET 5.0. The rendering uses old fashioned immediate mode and it works on my current computer but nothing renders in the ...
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Program doesn't detect a ray triangle intersection correctly

Every frame I check if a ray intersects a triangle. But in practice program tell me that triangle is intersected only when I move camera on to it's position. I don't even have to put cursor on a ...
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Parallax mapping issue

Can anyone guess why this shader is only working from a top down view position (0.0, -1.0, 0.0). The parallax mapping calculation in the shader below is basically copied directly from learnopengl.com ...
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Rotate a texture around its center

I am tryna developing a little game library in C++ with OpenGl. I got stuck on the texture rendering step. My achieve is that to rotate the texture around its center. Now, I already know that the ...
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How to properly terminate an openGL application?

I use GLFW in C++. I close my application the following way: ...
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1 answer
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LWJGL2 Camera Movement Stutter

I'm having quite some trouble with camera stutter in my LWJGL2 game. The stutter only occurs when moving the camera. When it stands still, the scene is rendered smoothly. I could verify that by ...
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Ursina Engine shaders not supported

Ursina shaders don’t work for me. I’m running Ursina 4.1.1 on Python 3.8.5 on macOS 10.15.5. Shaders I tried: lit_with_shadows_shader screenspace_shaders.fxaa_shader screenspace_shaders.ssao_shader ...
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How to Pass Multiple VBOs to OpenGL for a voxel game

I'm trying to make a voxel engine (NOT based on an octree model). Currently I have a setup with a Chunk class, which stores the following: ...
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2 votes
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Best practices for treating Light Volumes in Deferred Lighting pipeline

This topic is about ways to handle light volumes in a deferred lighting pipeline. I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
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Why clip in clip space - confusion with Gribb-Hartmann clip plane extraction

I understand to extract clip planes from the perspective matrix one can follow the methodology laid out by Gribb-Hartman as documented here: http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction....
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How do I calculate a matrix to render a mirror about a plane using GLM?

I've been trying to work out how to render a mirror for a while now, but a lot of resources I find either use very outdated tools I'm not familiar with, appear to be college slides referencing other ...
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