Questions tagged [vertex-buffer]

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How to extend a VBO in OpenGL and keep its data?

I'm making a game with infinite, blocky procedurally generated worlds in python, with PyOpenGL. I figured out that allocating all the VBO space at once causes a lot of lag. To fix this, I am ...
N3RDIUM's user avatar
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"An ID3D12Resource object is referenced by GPU operations in-flight on Command Queue": When Should I Create my Buffers?

When trying to re-create my vertex buffers, my app crashes and I get this error: D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
coulomb's user avatar
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Monogame - When to reuse buffers?

So - how do these work exactly? Right now I am making a buffer and setting the data every frame for my object, but I heard you can reuse the buffer, too. If the object is not changing in any way ...
Lukas Kawalec's user avatar
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2 answers
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Cannot Draw a triangle without VAO on MacOS

So I was watching Cherno's Video on Vertex attributes and he was successful in drawing a triangle without a VAO, but in tutorials from learnopengl.com they specifically say they we need a VAO to draw ...
Pikachuxxx's user avatar
2 votes
1 answer
920 views

What is the proper strategy to manage vertex buffers?

I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
GameDevAlien's user avatar
1 vote
1 answer
334 views

How do rendering pipelines improve the performance of updating all the vertices every frame?

Let's say I am implementing a simple game engine, particularly the rendering part. From the high-level view we have some vertices which are copied to the graphics card alongside shader information etc....
milck's user avatar
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D3D11 Instancing - Help with sending instance data using two vertex buffers. First, for position and color and Second, for per-instance Matrix Data

So here is the premise: I have 2 vertex buffers buffers whose data and corresponding definition is as follows: Vertex 1: This one contains the per instance data ...
Rudraksha Shah's user avatar
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glDrawArrays: Erasing the buffer between calls?

I have two VBOs, assigned to names 1 and 2. Only 2 is being drawn. However, if I comment out VBO 2, VBO 1 is drawn with no problem. Here's the relevant code. ...
Alex Weavers's user avatar
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1 answer
507 views

OpenGL C++ Drawing particles instanced performance

In my 2D Game Engine I'd like to reduce the amount of draw calls. I used to do a draw call for every particle, which yields worst performance. I've tried instanced rendering in OpenGL but my ...
moepmoep12's user avatar
1 vote
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OpenGL VAO buffer rebinding vs binding switching

I'm considering two different approaches to vertex buffer management in my OpenGL game engine. The first one seems to be pretty usual, but I haven't seen the second one being proposed or used anywhere....
Jacajack's user avatar
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How to use textures in 2D games in WebGL

I have been trying to figure out how to structure the VBOs in WebGL, and think that keeping them all together in one if at all possible sounds like the best approach. Right now I'm thinking of having ...
user10869858's user avatar
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The types of buffers typically used in robust WebGL/OpenGL apps

I am trying to get a feel for how to structure WebGL/OpenGL apps and have been looking through sources for the types of buffers they use. I've found these: uvs occlusion noise bitangents tangents ...
user10869858's user avatar
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(C++, DirectX 11, UWP) - How do I update the ByteWidth of a VertexBuffer without recreating it?

I want to have one buffer used for all dynamic properties but the amount of vertices in this could vary from just a few for an interface to the whole scene. As such if it's becomes initialized with ...
Jeremy Trifilo's user avatar
1 vote
1 answer
4k views

Unreal 4 - How to access and iterate through the polygons of a mesh?

I'm newbie with Unreal Engine 4. I need to create a function which calculates the volume of a mesh, based on the following example: https://n-e-r-v-o-u-s.com/blog/?p=4415 To achieve that I created ...
Jean-Milost Reymond's user avatar
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1 answer
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OpenGL glVertexAttribFormat vs glVertexAttribPointer

I am attempting to change my code from using glVertexAttribPointer to glVertexAttribFormat as I have heard it;s more efficiend ...
Makogan's user avatar
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1 vote
1 answer
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VAO and VBO connection and granularity with multiple objects

How general should vertex array objects be? I'd like to plan ahead and avoid a major revision down the road. I'm having a hard time wrapping my head around a few (possibly conflicting) pieces of ...
Felix's user avatar
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9 votes
3 answers
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OpenGL - How come drawing sprites takes so much performance

I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...
mrdlink's user avatar
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2 votes
2 answers
635 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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1 answer
219 views

A question about SharpDx Colored Cube

Recently I start to study SharpDx, so I am a newbie for it. I try to create a cube which has difference color on each vertex such as the picture below. However, what I created after my coding is ...
tedyage's user avatar
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2 votes
1 answer
147 views

Can GPU draw from one VB and upload to another VB at the same time? (OpenGL)

We have a working implementation of vertex double buffering, rendering from one buffer and uploading vertex data to next frame buffer at the same time. However I am concerned that CPU spends quite a ...
Anton Duzenko's user avatar
1 vote
0 answers
98 views

When should I use auto-managed buffers in LWJGL 3?

LWJGL3 has two methods of creating buffers that I know of: Auto-managed buffers that clean up the buffers automatically using the MemoryStack class, and manually managed buffers that must be manually ...
GiraffeKey's user avatar
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1 answer
64 views

DirectX Assembler Stage, passing same data

I'm having problems with the Input Assembler. The first time the data is passed through the pipeline, everything is fine. But, when the index buffer (with a diffrent/higher index than before) refers ...
Wolfgang Schafzahl's user avatar
1 vote
1 answer
2k views

How to update vertex buffer in DirectX 12

I would like to create cloth simulation. Which type of buffer should i use for vertices. I will need to update them on every frame. And how updates need to be done. I'm new to graphics programming, ...
Yola's user avatar
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1 vote
1 answer
295 views

Multiple buffers and calling glBufferSubData

Originally asked this on Computer Graphics, but it might fit in better here. In my project, for convenience I would like to use many buffers. Many buffers in my case means 50-100 terrain patches ...
remi000's user avatar
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2 votes
3 answers
1k views

DirectX11 - Texturing Terrain Mesh with Shared Vertices

I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
fighting_falcon93's user avatar
0 votes
1 answer
210 views

Data overwritten in MapSubresource() method

I am trying to dynamically update the vertex buffer in a UWP project using SharpDX, once every time I call the following method, where context is the device context member. ...
王凯越 Kaiyue Wang's user avatar
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1 answer
324 views

Streaming to VAO VertexBuffer using OpenGL Direct State Access for Instancing

How do i stream to a vertex buffer using Direct State Access? I want to update my vertex buffer of matrices every frame so i can use it in my Shader. This is how i specify my buffer. I do this once ...
stimulate's user avatar
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2 votes
1 answer
197 views

How do I draw a high-performanced scatter plot

I am new to DirectX and currently I'm trying to use it for data visualization, to be specific, a 3D scatter plot. There are very limited resources on the internet, and I have read part of Frank D Luna'...
王凯越 Kaiyue Wang's user avatar
1 vote
2 answers
818 views

OpenGL: Does it make sense to use an Index Buffer With GL_TRIANGLE_FAN?

When trying to draw circles in webGl (You can answer the question even in openGl terms, I'll understand both), I came across the TRIANGLE_FAN flag when calling either glDrawArrays (with only a vertex ...
Java Man Tea Man's user avatar
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1 answer
680 views

In game engine, how to get the vertices buffers of different vertex formats for render from the mesh file properly?

I'm a fresher on engine programming. I have a question of how we can get the vertices buffers of vertex formats from the mesh file. For example, in OBJ file or FBX file, we save the positions, ...
LLL's user avatar
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2 answers
150 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
400 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
4 votes
1 answer
1k views

Efficient vertex buffer memory management?

I am building a voxel engine with a similar mechanism to minecraft(yes, I know...). It works by loading and unloading individual chunks of 16*64*16 cubes each in a square grid around the player. This ...
asdfguy's user avatar
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8 votes
0 answers
382 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
XPac27's user avatar
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1 vote
2 answers
481 views

Reading mesh data back from OpenGL vs storing two copies

I'm wondering if whether it's a good idea or not to keep a copy of vertex data in the main memory or just read it back via glGetBufferSubData (or ...
user112513312's user avatar
1 vote
1 answer
353 views

ID3D11Buffer and std::array : buffer looks empty

I am having trouble at rendering vertices stored in a std::vector. ...
PinkTurtle's user avatar
1 vote
0 answers
133 views

Is it possible to have a SoA Vertex Buffer in DirectX 11?

Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
SvinSimpe's user avatar
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1 vote
2 answers
1k views

How to handle mesh update in its vertex buffer

suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...
Yola's user avatar
  • 169
1 vote
0 answers
191 views

XNA maximum VertexBuffer size exception

I am trying to build content(a text file contains list of triangles vertices) for an XNA application through a custom pipeline importer. It works ok. But when number of triangles gets near 1m(in this ...
ali's user avatar
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1 vote
1 answer
475 views

How to retrieve vertex information from ID3DXMesh

I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like ...
nairdaen's user avatar
  • 137
2 votes
1 answer
3k views

MonoGame: Draw thousands of quads without hardware instancing

In my game, every bit of geometry is a textured quad billboard in 3D. I have many thousands of these things on screen at once, sometimes with overdraw. As I understand it, there are a few ways I can ...
mklingen's user avatar
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0 votes
1 answer
444 views

Making multiple VertexPositionColor variables in the same class? - XNA

I have studying XNA on my spare time for about a year now and I could use some professional help on this issue. Any time given to my problem is appreciated. I have two VertexPositionColor variables ...
William Wymerus's user avatar
0 votes
1 answer
498 views

Insufficient memory on creating vertex buffers

I'm building a voxel world generator with XNA where the voxels are rendered as polygonal cubes. The world is divided into 1024 chunks of 32x32x256 cubes each (as 32 chunks by 32 chunks), and each ...
ChrisC's user avatar
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1 vote
1 answer
230 views

How to fix model matrices colliding in vertex shader?

I am new to OpenGL programming and I'm writing some basic code to display a few objects onto a screen. I have a pyramid shape that I'm displaying, as well as a box shape that I am displaying. The ...
Leo's user avatar
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0 votes
3 answers
181 views

Arbitrary number of VBO to Vertex Shader

I am currently using standard modern OpenGL way to render a mesh via VBO and attributes ...
Dan's user avatar
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0 votes
3 answers
2k views

Can I mix the use of VAO and direct usage of glVertexAttribPointer?

Let's say I am not using VAOs. I have an array of vertex positions in memory that I want to send to the shader. I do the following (assume I have enabled the corresponding vertex attrib arrays): <...
Samaursa's user avatar
  • 2,089
2 votes
1 answer
96 views

Vertex definitions and shaders [closed]

I noticed that from looking at other examples like say .. riemers tutorials he takes a buffer with a bunch of vector3's in it and ties it to a shader which expects a float4 ... why does this work in ...
War's user avatar
  • 1,683
0 votes
1 answer
258 views

What data to store along a vertex

Is there any other recommended data I should store in the vertex buffers aside from a vertex' coordinates, normals and texture coordinates? For example data I'd need for a feature that almost every ...
Moritz Gunz's user avatar
10 votes
1 answer
2k views

How do commercial games engines organise the index/vertex buffers?

Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with. Obviously we incur a slight overhead every time we change the vertex or index ...
Xenoprimate's user avatar
0 votes
1 answer
98 views

Geometry design and buffers

I'm making some tests with rendering stuff and I'm wondering how to design my Geometry class. For the moment, here is how I do: Init: Stock array with positions, array with colors, array with normals,...
user30088's user avatar
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