I'm working on an OpenGL project and I'm using stb_truetype to render text in my game. The first font I tried (which was a .ttf file which had an OpenType forma
I'm making an application in c++ and Qt. I'd like to know if the settings below are enough to have vsync enabled automatically by Windows for qt application. ev
I’m trying to display YUV420p video using OpenGL. I understand how it is supposed to work (uploading Y, U, and then V buffers in separate textures while p
I was trying to put texture onto quad with this code: import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * from PIL import
The first frame takes forever to render, and I've narrowed it down to my second call to glDrawElements(). How weird. Here's the relevant code, obnoxious logging
Here is the function where I am calling all of my draw operations. I also compile the shaders inline in the function. It displays the quad correctly when I just
I'm using olc::PixelGameEngine and I'm using the Example Program except that I'm enabling STB image. on MSVC, PGE worked great for several months without any is
I wanted to learn OpenGl because I was just getting into c++ and I thought it would be cool to learn but now I'm stuck and I don't know what to do. So basically
OpenGL 2.1 documentation says that glTexImage2D accepts channels count as the internal format. How does choosing the internal format work in such scenario ? Doe
I am currently painting to a texture using: glTexSubImage2D(); You can choose brush radius, color, shape etc. Then use any of the functions: public void drawPo
I am working on defender/space invaders game. I have drawn bug sprite and a bullet sprite. I shoot at the bug with a bullet but when the bullet hits the bug it
I'm making a Texture class for my game engine. Right now I currently have this simple code for creating a 2D texture and loading an image to it. public class Te
I could not load a 3D object using Java3D 1.5.1. I tried a few examples like: (1) HelloUniverse.java from https://www.cs.utexas.edu/~scottm/cs324e/CodeSamples/H
I'm now building a Voxel game. In the beginning, I use a texture atlas that stores all voxel textures and it works fine. After that, I decided to use Greedy Mes
I'm currently investigating if it's technically feasible to move some calcuations from a CPU implementation to compute shaders. There is a step where I really n
I'm trying to implement ImGui in my opengl app, but, for some reasons, the flag: ImGuiConfigFlags_DockingEnable is not found. I even tried to go in the files an
trying to implement shadow. I checked my depth texture on a quad, and it seems correct, but the shadow is not displaying. I check my shadow vertex and fragment
I'm attempting to render a .png image as a texture. However, all that is being rendered is a black square. Can anybody see any mistakes in my OpenGL GL_TEXTU
I am loading textures in using the following code: var texture = new SharpGL.SceneGraph.Assets.Texture(); texture.Create(gl, filename); But when I render them
I am getting the following error while compiling a simple imgui+glfw+opengl3 program on GCC 11.2.0 on Pop!_OS (Ubuntu): [build] In file included from ../externa