maximal line width that GPU supports
I there a programmatical way (e.g. OpenGL command) to determine the maximal line width IN PIXELS supported by my GPU.
I recently worked with a OpenGL buffer with width ~ 50000 pixels and got bad results.
Decomposing the image with smaller line widths solved the problem.
However to robustly implement this solution I would need to know what the maximal width the particular GPU supports.
For instanced draw calls, does the vertex count make a difference to performance?
Example: One wants to render a 100,000 x 100,000 grid. For the sake of argument the grid cannot be loaded as a model and must be manually created during runtime, i.e. a nested for-loop.
OPENGL A white triangle inverted above another white triangle so their tips meet form an hourglass shape
I am coding a white triangle inverted above another white triangle so their tips meet to form an hourglass shape. I need help fixing my code.
Using stencil buffer to store partially occluded objects
My ultimate aim is to determine a sequence of (stencil) operations so that regardless of the order in which objects are rendered I can end up with the visible (non-occluded) part of any object. To this end, I have written some code where I am displaying two cubes one in front of the other. The smaller one is blocking partially the larger one. What I want to retrieve is the part of the larger cube that is visible.
2D Game Data Structure in OpenGL ES 2.0
I’m trying to come up with some data structures for rendering my map on OpenGL. It is going to be ~ 100×100 blocks(squares) total, with each block being around 100 pixels. However, the screen will only display about 20×10 of these blocks at a time, depending on character location. So from this post:
2D Game Data Structure in OpenGL ES 2.0
I’m trying to come up with some data structures for rendering my map on OpenGL. It is going to be ~ 100×100 blocks(squares) total, with each block being around 100 pixels. However, the screen will only display about 20×10 of these blocks at a time, depending on character location. So from this post:
2D Game Data Structure in OpenGL ES 2.0
I’m trying to come up with some data structures for rendering my map on OpenGL. It is going to be ~ 100×100 blocks(squares) total, with each block being around 100 pixels. However, the screen will only display about 20×10 of these blocks at a time, depending on character location. So from this post:
2D Game Data Structure in OpenGL ES 2.0
I’m trying to come up with some data structures for rendering my map on OpenGL. It is going to be ~ 100×100 blocks(squares) total, with each block being around 100 pixels. However, the screen will only display about 20×10 of these blocks at a time, depending on character location. So from this post:
2D Game Data Structure in OpenGL ES 2.0
I’m trying to come up with some data structures for rendering my map on OpenGL. It is going to be ~ 100×100 blocks(squares) total, with each block being around 100 pixels. However, the screen will only display about 20×10 of these blocks at a time, depending on character location. So from this post:
2D Game Data Structure in OpenGL ES 2.0
I’m trying to come up with some data structures for rendering my map on OpenGL. It is going to be ~ 100×100 blocks(squares) total, with each block being around 100 pixels. However, the screen will only display about 20×10 of these blocks at a time, depending on character location. So from this post: