I am using OpenGL to render a scene in python. My code works perfectly fine on windows but, for some reason, I'm having issues when importing opengl.gl on MacOS
I have to create animation where gatling gun will be shoot (it doesn't have to be complex, cause it's just a practice). I drew basic version of my gun which loo
I have a function in my program which rotates a point (x_p, y_p, z_p) around another point (x_m, y_m, z_m) by the angles w_nx and w_ny. The new coordinates are
I've encountered this error a few times now when compiling my shaders. Here is the infoLog/Error Vertex shader failed to compile with the following errors: ERRO
I wan't to use the #include macro to include shader files in glsl, and I heard there is a ARB_shading_language_include extension support the #include macro. Is
I need to draw n planes in 3D space. The quads are planes created from two points, and with an algorithm I get 4 vertex for drawing the quad. The problem I have
I don't want to use QOpenGLWidget, because of the old version of OpenGL inside. I don't understand what is the difference between getting QOpengGLFunctions from
pub struct FrameBuffer { renderer_id: glow::Framebuffer, color_attachment: glow::Texture, //depth_attachment: glow::Texture, width: u32, hei
Why does this line: float x = 1 - gl_Color.x; give: (26): error: Could not implicitly convert operands to arithmetic operator
I'm trying to implement very simple diffuse shader in GLSL/openGL. Here's what I got: Vertex shader: #version 130 in vec3 vertPos3D; in vec3 vertNormal3D; un
Im trying to get my FPS to display in the window title but my program is just not having it. my FPS code void showFPS() { // Measure speed doubl
I am making generated shapes in a fragment shader and part of it involves drawing the border between objects ie the dividing line between them. Currently I have