Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
2
votes
How to generate binary gltf array buffers?
Technically any file format where you can dump the entire file into a VBO and then render from that will work for the .bin files. Unfortunately those formats are less well known than they should be.
…
8
votes
Accepted
What is an OpenGL VAO in a nutshell?
glBindVertexBuffer(vertexBindingPoint, mesh.vbo, mesh.vboOffset, sizeof(Vertex));
glBindVertexBuffer(texBindingPoint, mesh.texVbo, mesh.texVboOffset, sizeof(Texture));
// bind the buffers …
4
votes
Is it possible to create minimal glTF files with vertex and index buffers?
"buffers": {
"a-buffer-id": {
"byteLength": 1024,
"type": "arraybuffer",
"uri"="data:application/octet-stream;base64,..."
}
},
It's still a bit bloated compared to storing …
1
vote
Feeding vertex data to a compute shader
You will need a new chunk of memory for the new surface anyway, so why not read from the original and store directly in the result.
Having precomputed normals will reduce a lot of the computation req …