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Questions tagged [index-buffer]

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So I am making a 3D batchrenderer for my engine, and the basic concept is that we make large enough VBO and IBO to accompany all the vertex data(positions, normals, uv etc.) and update the VBO using <...
Pikachuxxx's user avatar
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The concept of Index buffers is that certain vertices are shared across faces, hence can be reused to save space of duplicated verticies. A vertex is usually more than 12 bytes (depending on the ...
Constantin's user avatar
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My primary goal is to have a lowpoly rendering style, so that each triangle has its own homogeneous color on all its fragments, meaning color is not interpolated between vertex. I have my indices ...
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I am creating a quad tree to store my terrain in chunks and currently have the implementation working to an extent. I am currently starting with a grid of triangle pairs that make squares and ...
user's user avatar
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Here is the code where I initialize the VAO, vertex attributes(also the main VBO) and EBO(im using my own wrapper class for these "databuffers" to hide some of the API features and make life easier so ...
Pins's user avatar
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I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
fighting_falcon93's user avatar
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While refreshing my mind on OpenGL ES, I came across glDrawArrays and glDrawElements. I understand how they are used and sort ...
Unheilig's user avatar
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1 answer
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I'm going insane trying to work out why I unable to draw a triangle using VAO and indexing. I have a bunch of redundant vertexes so that i can switch my index array up to test the drawing. ...
Zwander's user avatar
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When trying to draw circles in webGl (You can answer the question even in openGl terms, I'll understand both), I came across the TRIANGLE_FAN flag when calling either glDrawArrays (with only a vertex ...
Java Man Tea Man's user avatar
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I'm reversing a 3d model format from a famous game (not sure if i should mention it), which is released both for windows (app store) and for Iphone and android. The weird thing is that while the ...
Greg's user avatar
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3 votes
3 answers
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I was using IBOs to render meshes (for example a cube) from wave-front files (.obj), without texture coordinates or normals, in OpenGL. Following this, I attempted to implemented texturing. The mesh ...
pm79080's user avatar
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Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with. Obviously we incur a slight overhead every time we change the vertex or index ...
Xenoprimate's user avatar
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Please consider the following vertex structure struct vertex { vec3 posL, normalL; }; Using this vertex layout, we can provide the vertex data in an ...
0xbadf00d's user avatar
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I am working with DirectX (C#/C++). I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know <...
Croll's user avatar
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I noticed that there's IASetVertexBuffers() to set multiple vertex buffers at once but there's only IASetIndexBuffer() to set ...
NPS's user avatar
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1 vote
1 answer
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I need to generate a 64*64 grid with each cell being 32*32 wide. The following code works perfectly but I was wondering whether it can be further optimized when creating the index buffer for it. I'...
aybe's user avatar
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I developed a small 3d games xna and uses a "DynamicVertexBuffer" and "DynamicIndexBuffer" to store and draw my vertices. Everything works fine, but my problem is the "Update" function where I update ...
Mehdi Bugnard's user avatar
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I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use ...
aufziehvogel's user avatar
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1 answer
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In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
jmegaffin's user avatar
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2 votes
1 answer
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I'm using to types of vertices. For the triangles: 0 Vector3 Position, 12 Color Color, 16 Vector3 Normal For the lines: ...
user0817's user avatar
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2 answers
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I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, ...
Delta's user avatar
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