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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.

1 vote
2 answers
2k views

In WebGL, how can I efficiently render a mesh many times per frame, without instancing?

I'm using WebGL and I want to render a single mesh many times at different locations. I know about WebGL 2's drawArraysInstanced() and drawElementsInstanced() calls, but I think only Firefox supports …
EnhancedElegance's user avatar
0 votes
1 answer
102 views

What's wrong with this camera implementation?

I'm using WebGL and glMatrix and I implemented a camera. When a move backward, no problem. But when I move to the side and particularly forward, the camera becomes all glitchy. I implemented almost ex …
EnhancedElegance's user avatar
1 vote
Accepted

What's wrong with this camera implementation?

I found out what the problem was. It was the lookAt matrix that for some reason was wrong. I don't know if it's a problem with glMatrix or if I did something wrong, but I resolved the problem by makin …
EnhancedElegance's user avatar
3 votes
1 answer
850 views

In OpenGL, what does it mean to make a context current?

Does it mean that all subsequent OpenGL calls will apply to that context/window? 2 - With GLFW3, how to use multiple windows (say, 2)? … 3 - How does it all fit together with an OpenGL loading library (like gl3w)? …
EnhancedElegance's user avatar
0 votes
1 answer
863 views

How to generate or smooth really large procedural terrain?

I'm currently trying to generate a really large procedural terrain in WebGL. I use a quadtree for LOD and plan to generate 1 heightmap for each quadtree node (terrain patch). The heightmaps are gener …
EnhancedElegance's user avatar
0 votes
2 answers
1k views

Why does the pitch affect the x component of the front vector?

In every tutorial for implementing a camera in OpenGL, the front vector is calculated with something like this : front.x = cos(pitch)*cos(yaw); front.y = sin(pitch); front.z = cos(pitch)*sin(yaw); What …
EnhancedElegance's user avatar