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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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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 ...
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1answer
93 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,...
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51 views

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 ...
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31 views

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 ...
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1answer
105 views

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 ...
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2answers
156 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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1answer
106 views

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 ...
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1answer
404 views

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 ...
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1answer
87 views

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 ...
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1answer
197 views

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. ...
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1answer
74 views

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 ...
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1answer
968 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)...
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110 views

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 ...
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231 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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0answers
63 views

Large procedural terrain crashing graphics card

So I've been struggling to create a large procedural world recently. I started with creating a high poly mesh with 257^2 vertices. I generate 25x25 chunks using the high poly mesh. So 625 chunks * ...
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1answer
298 views

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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368 views

Simple drawing of a mesh read in from .obj file?

I am trying to simply draw a square that is red and this is not working at the moment. I have no idea why as it looks fine with regards to tutorials found online. .obj file read into mesh: ...
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1answer
503 views

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 ...
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0answers
39 views

Slow rendering after applying texture coordinate

I'm using OpenTK and Assimp.Net libraries to display 3D objects in C#. Also my rendering technique is VBO! When I set a texture to my object, the texture will appears in wrong place like this : ...
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1answer
165 views

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 ...
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1answer
446 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 ...
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1answer
101 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 ...
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1answer
109 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 ...
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1answer
34 views

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 ...
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1answer
365 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 ...
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1answer
98 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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1answer
104 views

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 ...
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1answer
239 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 ...
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1answer
330 views

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 ...
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1answer
333 views

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 ...
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1answer
122 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 ...
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1answer
495 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 ...
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1answer
408 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 ...
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0answers
100 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 (...
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3answers
131 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 ...
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1answer
305 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 ...
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0answers
120 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: ...
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1answer
804 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), ...
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0answers
55 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 ...
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1answer
878 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 ...
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1answer
363 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 ...
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2answers
701 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,...
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2answers
119 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 ...
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0answers
208 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 ...
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2answers
370 views

Switched from immediate mode to VBOs, game runs slower

trying to improve draw performance on my c++, OpenGL, SDL game. Back in school we mostly learned immediate mode, so thats how my drawing was originally implemented. When I started reading up online ...
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0answers
273 views

glOrtho and VBO

I'm trying to send triangles to OpenGL using screen coordinates. Using the deprecated glBegin and glEnd I could just set up an orthographic projection and use screen-space coordinates as the triangles/...
3
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1answer
4k views

Performance of glDrawElements vs glDrawRangeElements vs glDrawArrays

I've looked around on the web trying to find a good answer to this, but am unable to find one. Different forums mention driver bugs and the likes, but these discussions are usually almost 10 years old,...
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2answers
283 views

Using Vertex Buffer Object in OpenGL, how do I fix the display driver being blocked when my window loses focus?

I'm creating a 3D display for a big object. I've managed to display it with OpenGL primitives, but it is very slow. I am using C#, powered by the TAO Framework. I want to use the Vertex Buffer Object ...
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4answers
2k views

Is index drawing faster than non-index drawing

I need to draw a lot of polygons consisting of 6 vertices's (two triangles). Without any texture coordinates, normals etc., both approaches result in 72 bytes. In the future I would definitely also ...
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1answer
352 views

OpenGL One Color Per VBO

Recently I have been working with OpenGL and have decided to use colors instead of textures. However, since the project I am working on is going to have a low-poly look, I want each color to stand out,...