Questions tagged [opengl]
OpenGL is a graphics standard and API which targets the desktop, workstation and mobile segments. OpenGL is used for applications like CAD software and computer games. It is also cross-platform and with bindings for several programming languages. Use this tag together with the appropriate language tag for code that uses OpenGL libraries; add the 'glsl' tag for questions which include GLSL shader code.
146 questions
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Sphere Generation System With CUDA-OpenGL Interop
This is some kind of follow up to my previous question, this question will be more focused on the actual tessellating pipeline.
What I changed from previous question
Implemented the async sphere ...
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CUDA Sphere Tesselation With Support For LOD
I was working on my version of "Universe Sandbox" and first thought comes to your mind is "where the hell are my planets?" so I thought loading models sucks and made this thing, It'...
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Reviewing my shader class
I come for my shader class review for the third time now. But I've updated a lot ( which might or might not be visible). And I hope I'll get more reviews this time.
I made my shader class in a way so ...
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RAII Class Hierarchy for SDL and OpenGL
I'm working on a C++ graphics app and have put together a set of RAII classes to manage the initialization boilerplate for SDL3 and OpenGL. My goal is to make the setup process safer and more modular.
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Reviewing of a shader class and a wrapper of it
I come here for another review of my shader class. Previously I created a post for the very same purpose. But this time, I tried applying most of the suggestions from that post. And i even made a new ...
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OpenGL: Freeing allocated memory
Here's a snippet of my code. I have a Button structure made up by 2 Figure structures, which contains vertices, colors and the relative VBOs and VAO.
I have a function to allocate the memory and one ...
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C++ OpenGL Game Engine
I am currently developing a C++ OpenGL game engine to help myself learn computer graphics and game design later on. However, this project is becoming really big, and I am unsure if I am making the ...
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Modern OpenGL Context that doesn't rely on CRT
I'm working on a personal OpenGL project. I want my project to not rely on any libraries including CRT.
I have absolutely no experience in shipping software and I want to prepare my code for release.
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Basic GLSL fragment shader with palette lookups and palette shift
I am remaking an old game, which animates water by rotating its palettes over time.
I have written a basic fragment shader to replicate this behavior. It checks which color we are trying to render, ...
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OpenGL: Rendering the same sprite several times
I've been trying to make refactor really simple 2d sprite engine in OpenGL. As a start, I'm trying to use instanced rendering to render several copies of the same sprite in a square formation across ...
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Shader Program OpenGL
I am new to OpenGL learning it on amazing website learnopengl.com
I wanted to a convenient way to use shader programs thats why I created this struct, please review it.
ShaderProgram.h
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An OpenGL backend for displaying a framebuffer of an emulator
Motivation
I'm making an emulator. It has its own software framebuffer of size 320x240. Each frame is prepared internally from the emulator, and I just need a way to display it on a window, scaled to ...
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Basic OpenGL application that renders multiple cubes on a textured plane, setup for a 3D game
I'm learning OpenGL and started work on a small 3D game (like Sokoban) for practice. I want to know if the design of my OpenGL code reflects a good understanding of the technology. For example, one ...
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Generate vertices and normals for a flat shaded cylinder
I would like to generate list of vertices and normals (with the correct indices) for rendering a cylinder barrel (I ommited the end caps for brevity).
The normals should not be interpolated (flat ...
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Event Dispatcher for GLFW/Glad
I've tried to write an event dispatcher for a GLFW/Glad library. However I am not very used to writing efficient code (spent the majority of my life writing in C# and performance was never really the ...