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Is it possible to use a pre-existing texture buffer containing vertex data to initialise a vertex buffer for rendering in OpenGL v4.6?

Have you tried using a GPU debugger like RenderDoc? That should be able to show you what's going on. However, the approach that you probably want here is to use Vertex Texture Fetch - this is simply ...
Adam's user avatar
  • 7,384
0 votes

How to render frustum shape for debug visualization?

HolyBlackCat is perfectly right. To see one's camera frustum you need to look at it from another camera: YouTube source: youtube.com/watch?v=VqH8kcmD-HI
Kromster's user avatar
  • 10.7k
1 vote

Custom matrix structure with OpenGL shaders

Alright, so I managed to boil it down to types, the MAT4 (double) didn't work, so I made another structure MAT4F for floats and ...
Valtsuh's user avatar
  • 79
0 votes

Custom matrix structure with OpenGL shaders

One thing that can cause problems with C++ vs. shader transform matrices is that there are two possible ways to lay out a matrix in memory - row major and column major. When going between shaders and ...
Adam's user avatar
  • 7,384
1 vote

How do you handle shaders/graphics while remaining cross-platform?

I'm writing my current project entirely in WebGPU and WebAssembly. WebGPU knowledge and code is portable to C, C++, Rust etc via lib wgpu. I prototype code in JS, ...
Engineer's user avatar
  • 29.9k
-2 votes
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How do you handle shaders/graphics while remaining cross-platform?

The best option for this is DiligentEngine. DiligentEngine is a cross-platform, high-performance graphics API that's as low level as something like OpenGL, Direct3D, Vulkan, OSXMetal, iOSMetal, or ...
Spencer Rosas-Gunn's user avatar
4 votes

OpenGL strange depth testing

A minor "oopsie", I had set the near Z to -200.0 initially, causing ripple effects apparently, as it seems. With near Z set to a positive (0.1), it now renders and culls correctly. Result of ...
Valtsuh's user avatar
  • 79
0 votes

Frustum Culling Not Utilizing Entire Bounding Sphere in OpenGL

Figured it out. Turns out I didn't quite understand what a dot product was. Essentially, I treated the dot product as the actual distance between the vectors. They could only be used to get the ratios ...
Duck Duck's user avatar
1 vote

OpenGL texture not working

As an answer / solution to my own question, where it firstly wen't wrong was mismatches between gl calls, eg. I had glEnable(GL_TEXTURE_2D), but no ...
Valtsuh's user avatar
  • 79

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