Questions tagged [vbo]

A Vertex Buffer Object (VBO) is an OpenGL feature that provides methods for uploading data to the video device for non-immediate-mode rendering.

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Most but not all quads appear corrupted when passing matrix and colour using VBO for instanced rendering

I was trying to batch quads with the same texture and blend mode into the single draw call using glDrawElementsInstanced. As long as I use just a position, texture ...
Anton Grant's user avatar
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Python GLFW and PyOpenGL: How to update a VBO from a thread while rendering at the same time

I'm really new to this community. I'm sorry for any mistakes in advance.I'm making a game like minecraft with GLFW and OpenGL. The problem is, I just can't render a VBO while I update it from another ...
N3RDIUM's user avatar
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opengl two vbo names

I'm a newbie in OpenGL trying to learn VBO. I have two arrays (point0 with 3 points and point1 with 6 points). Suppose I have ...
user2926204's user avatar
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How to grab numbers in glVertex3f?

Recently, I've been making a game. I do not want to try to use VAOs and VBOs because I cannot wrap my head around that stuff. But, in order to use custom shaders, I need an arraylist of things to add ...
Pale_Gray's user avatar
1 vote
1 answer
405 views

Puting all vertex attributes of a scene into a single VBO

I'm rendering various elements in OpenGL ES 2 on Android, and I'd like to pack the vertex attributes of the whole scene into a single vertex buffer object (VBO). My question is, if these objects have ...
Rodia's user avatar
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OpenGL: Shader using wrong layout location

It's actually taking the color vector instead of the vertex vector. I noticed because I set the colors to random(), and the triangle clusterfudge that is my cube keeps changing shape when I reload the ...
Alex Weavers's user avatar
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742 views

OpenGL concatenate vertex data into one big VBO

I successfully can render two triangles (with a texture) that looks like the side of a crate and also "walk" around it. Also, a small .obj file parser is available which gives me a float array of the ...
Schrödinger's cat's user avatar
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295 views

How to deal with VBO and obj files for physics simulation?

I'm having a hard time struggling with obj files and clothing simulations. I first made the obj file processor class that deals with the typical obj file problem: having multiple indices for vertex ...
Peter's user avatar
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i need suggestion animation technique for 3d?

firstly you need to now i am beginner :) i am using opengl and for display vertex buffer object(vbo). i made 2000 frames animation model with blender and i export with (.obj) files and i upload all ...
Emre Kaya's user avatar
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1 answer
513 views

Migrating 2D game from immediate mode to VBOs

I am in the process of migrating away from legacy OpenGL calls in my 2D LWJGL game. Previously I would render each sprite using immediate mode, which was dead easy - bind the texture, add the vertices,...
Dan's user avatar
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VBO interleaving dillema

I'm trying to write a map editor for a unity game using openGL. In order to do that, I need to unpack it's resource files to get meshes, textures and other good stuff. In doing so, I've discovered ...
Karlovsky120's user avatar
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Choosing a draw call when not reusing vertex data

Up until now I've always used glDrawElements, and have my vertex and index buffers bound. From what I've read, glDrawElements is ...
Nairou's user avatar
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opengl bump mapping (normal mapping) problem with VBO and GLSL

hi i am beginner i am trying to implement bump mapping with vbo and glsl. My question is: did i make bump mapping ? if i did why these edges didnt disappear ? high and low meshes (i used low meshes ...
Emre Kaya's user avatar
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2 votes
2 answers
665 views

How does OpenGL know which buffer to draw?

I have been trying out some OpenGL things and was wondering something: How does OpenGL know which buffer to draw when glDrawElements is called (since there are ...
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OpenGL interleaved position and normal data

I have an OpenGL question! Say I have data, interleaved in the format [vec3 normal, vec3 vert1, vec3 vert2, vec3 vert3] all stored in one VBO (one set per ...
Fuzzyzilla's user avatar
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No performance gain from instanced rendering?

I recently worked through this tutorial about instanced rendering. At the end it promises to draw a huge amount of instances of one model without performance drops. So I tried some simple instanced ...
mrdlink's user avatar
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Textures problem in LWJGL VBO`s

I`m working at VBO terrain renderer. Now i have two troubles: While try to render 100x100 terrain I have a 50x200 terrain Textures is not rendering. I spent really much time about it, and I have ...
PrzemoVi's user avatar
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Poor performance with LWJGL VBO triangles

I'm new to OpenGL and LWJGL & I have a question about rendering using VBOs. I rendering 50*50 objects using VBOs. Each object has its own render method where binding of the position, rotation. ...
PrzemoVi's user avatar
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Scale VBO magnitudes based on aspect ratio

On my screen I have drawn a box. When I adjust my screen size (to a non 1:1 aspect ratio) I get a rectangle. This is obviously something wrong with my projection matrix. I am attempting to keep ...
Joshua Katz's user avatar
5 votes
1 answer
5k views

How can I draw 500 million triangles with OpenGL?

I am a beginner. I have a problem with my frame rate. I am trying to see my GPUs maximum performance with using VBO. I saw that everybody says a GPU can draw 1 billion triangles (so 3 billion vertices)...
Emre Kaya's user avatar
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1 vote
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VBO on old GPU (GL 3.0 & 4.1) not supported?

I have an application displaying some 3D rendering. I encounter some graphical problems with VBO, when integrating my application on different user's laptops. Vertex Buffer Object work perfectly fine ...
Quentin Tealrod's user avatar
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436 views

Efficient Dynamic Memory Management

My world is procedurally generated. As the player moves, chunks behind them are unloaded and chunks in front of them are loaded. Each chunk has a mesh of triangles. At the moment, I create two VBOs ...
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1 vote
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How to Create A Vertex Buffer Object from Wavefront Data

I have written my own Wavefront Model parser, which I have been using for quite some time to render meshes in immediate mode. However, I now wish to upgrade my system to ...
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OpenGL drawing multiple polygons with different colors with VBOs

I'm trying to change my program to use VBOs instead of immediate rendering for performance reason. The rendering consists of thousands of hexagons, all of the same size/shape. Each hexagon has a ...
Lucas Pickering's user avatar
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Storing rendering data for voxel game 1 VAO and VBO or 1 for every chunk

I have a minecraft style voxel game with placing and digging blocks. it runs at 400+ fps on my computer but when I added semi-transparent water it started running at ~40 fps. so a time per frame ...
Ben Beazley's user avatar
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1 answer
1k views

Incomplete rendering using OpenTK (VBO)

Using Assimp.net I did load obj file. assimp returns back Mesh object that contains vertexes, normals, faces, colors and texture. when I don't use VBO the object will load complete. like this : But ...
Younes Jafari's user avatar
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1 answer
186 views

Only first vertex of data used in shader OpenGL

I'm making a voxel game like Minecraft which was working fine until I added water. Then I realized that whatever the texture was for the first visible block was applied to the rest of the blocks in ...
Ben Beazley's user avatar
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1 answer
300 views

Best way to add and remove quads in a VBO?

What's the best way to handle adding and removing 2D sprites (quads) in a VBO? I am working on a mobile board game and sometimes game pieces (represented by quads graphically) need to be added to or ...
RN_'s user avatar
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1 answer
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texture cordinate VBO not being updated OpenGL

I'm making a minecraft style game and I decided to add a VBO with the texture atkas coordinates of the vertices but it is appearing all white. However I'm following the same process as another VBO for ...
Ben Beazley's user avatar
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1 answer
839 views

Best way to draw a textfield in OpenGL, when performance really matters?

I'am creating my own GUI library in LWJGL (opengl for Java). I already managed in creating buttons and panels, and I've also got the hover and active states of the components implemented. This ...
user2190492's user avatar
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283 views

VBO Performance issues

I'm making a 2D Tile based game in OpenTK at the moment. Performance was really bad (laggy and slow) with direct drawing, so I switched to VBOs. The performance hasn't changed, it might even be slower ...
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How to get a safe index for glVertexAttribPointer without shader?

I'm learning to use VBOs and trying to keep it simple before building up. Trying to do it without writing a shader right now. It looks like this is possible, but I cannot seem to find a way to get the ...
Dtor's user avatar
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2 votes
1 answer
559 views

Porting deprecated OpenGL to "modern" issues

In relation to my previous question: Rendering without VAO's & VBO's? I came to realize that i have completely to port the example in modern OpenGL with VAO's and VBO's . So their ...
mkanakis's user avatar
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Rendering without VAO's & VBO's?

I am trying to port a demo I found on PositionBasedDynamics . It has a generic function which does the rendering and on their example works but they don't generate/bind any Vertex Array Object or ...
mkanakis's user avatar
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Draw wrong faces in obj model with OpenGL VBO

I am trying to draw a 3D model from an .obj file, and have met big trouble. I think my model draws with wrong faces, but I can't understand why. Original model: This is my code for reading the ...
Aleh Lipka's user avatar
-1 votes
1 answer
217 views

GLFW VBO in World Space

Last year I wrote a basic 3D game for one of my modules using freeglut. Everything was fine and dandy because I used the deprecated immediate-mode of drawing things (glBegin, glVertex, glEnd) for ...
Dimitri Xitas's user avatar
1 vote
1 answer
1k views

Best strategy on VAO and texture coordinates for voxel rendering?

I'm working on a game that has to render a large amount of cubes (voxels) with OpenGL. All cubes have the same geometry (so I can re-use the vertex position VBO) and a single sprite sheet texture is ...
domsson's user avatar
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2 votes
1 answer
995 views

When should a VBO be unbind or not?

Searching about VAOs and VBOs I read here and here that I can optionally unbind them to avoid accidental modification so I gave it a try. The problem is that unbinding the VBO causes an access ...
Jean Catanho's user avatar
1 vote
0 answers
151 views

Creation of block mesh for minecraft like chunk

Problem: I'm trying to build a naive mesh for a "chunk" of 2x2x2 blocks. But the "mesh" i create is 3x3x3 blocks (i don't understand why?) and the "extra cubes" are not like i intendet them to be (...
Karoc's user avatar
  • 21
3 votes
3 answers
149 views

LWJGL version problems

Is it possible to create VAO's while my computer doesn't support openGL 3.0 or higher? I managed to create a vertex buffer object and draw a rectangle. But then I changed my lwjgl libraries to the ...
user2190492's user avatar
5 votes
1 answer
783 views

Anti-Aliasing + Atlas Texture + VBO = nasty looking artifact

With my research I have found that using a VBO to render graphics is much faster than using depreciated OpenGL. I've found with this that you can't switch textures mid VBO render, so if I have ...
That Crazy Carl Guy's user avatar
1 vote
0 answers
148 views

Rendering blocks in lwjgl, problems with VAO & VBO

//EDIT: Found the solution: had to use GL11.glDrawElements instead of DrawArrays. I'm working on a "voxel based world" engine. At the moment my approach follows these steps: Creation of a Mesh: ...
Karoc's user avatar
  • 21
1 vote
1 answer
2k views

2D Sprite batching in OpenGL: How to send transformation data to GPU

OpenGL newbie here. So I'm trying to implement sprite batching to draw ~100 sprites per draw call. I've created a VBO that contains texture coordinates, vertex coordinates, color data (for tinting), ...
user83339's user avatar
1 vote
0 answers
70 views

How should I go about creating a generic Scene object for managing VBO data?

To simplify managing multiple types of data with different shaders and textures, I thought about creating a generic Scene object (is there a name for this?) which ...
Jakub Arnold's user avatar
2 votes
1 answer
2k views

What is the best way to interpolate vertex data in OpenGL?

I am working on a game which has a board of falling down blocks, similar to Tetris. Each block is represented with for vertices and two triangles, each vertex consisting out of its location and ...
Frithjof's user avatar
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6 votes
1 answer
527 views

How should I structure VBOs for my 2d world data?

My game is played on a fixed-size hex based arena, where each hex can be of a different type, and possibly contain some creatures/items/anything on it. When I started out, I got the advice to have a ...
Jakub Arnold's user avatar
1 vote
2 answers
2k views

How to manage VBO geometry for constantly changing data?

Before going into specifics, I'm mostly interested in making simple 2D games with some 3D elements, not fancy AAA. Based on what I've gathered, everyone seems to suggest to use OpenGL 3+ with shaders,...
Jakub Arnold's user avatar
0 votes
2 answers
160 views

Build a vbo once every second

I have a VBO storing some data in my game. The thing is, the data can change at a rate of about a second. The data is not fixed size, meaning that some objects will sometimes be visible, sometimes ...
Philippe Paré's user avatar
1 vote
0 answers
409 views

Drawing multiple polygons with vertex buffer object

I tried to create program in which I would draw multiplepoygons here is fragment of what I have done: GLuint VertexArrayID; exampleof drawing triangle(I have ...
Jorgusss's user avatar
1 vote
2 answers
1k views

Switched from immediate mode to VBOs, game runs slower

I'm trying to improve the draw performance on my c++, OpenGL, SDL game. Back in school we ...
Dylan's user avatar
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