The purpose of Model View Projection Matrix

The model, view and projection matrices are three separate matrices. Model maps from an object’s local coordinate space into world space, view from world space to camera space, projection from camera to screen. If you compose all three, you can use the one result to map all the way from object space to screen space, … Read more

opengl: glFlush() vs. glFinish()

Mind that these commands exist since the early days of OpenGL. glFlush ensures that previous OpenGL commands must complete in finite time (OpenGL 2.1 specs, page 245). If you draw directly to the front buffer, this shall ensure that the OpenGL drivers starts drawing without too much delay. You could think of a complex scene … Read more

Using OpenGl with C#? [closed]

OpenTK is an improvement over the Tao API, as it uses idiomatic C# style with overloading, strongly-typed enums, exceptions, and standard .NET types: GL.Begin(BeginMode.Points); GL.Color3(Color.Yellow); GL.Vertex3(Vector3.Up); as opposed to Tao which merely mirrors the C API: Gl.glBegin(Gl.GL_POINTS); // double “gl” prefix Gl.glColor3ub(255, 255, 0); // have to pass RGB values as separate args Gl.glVertex3f(0, 1, … Read more

What are Vertex Array Objects?

“Vertex Array Object” is brought to you by the OpenGL ARB Subcommittee for Silly Names. Think of it as a geometry object. (As an old time SGI Performer programmer, I call them geosets.) The instance variables/members of the object are your vertex pointer, normal pointer, color pointer, attrib N pointer, … When a VAO is … Read more

What does glLoadIdentity() do in OpenGL?

The identity matrix, in terms of the projection and modelview matrices, essentially resets the matrix back to its default state. As you hopefully know, glTranslate and glRotate are always relative to the matrix’s current state. So for instance, if you call glTranslate, you are translating from the matrix’s current ‘position’, not from the origin. But … Read more

What is the correct file extension for GLSL shaders? [closed]

There’s no official extension in the spec. OpenGL doesn’t handle loading shaders from files; you just pass in the shader code as a string, so there’s no specific file format. However, glslang, Khronos’ reference GLSL compiler/validator, uses the following extensions to determine what type of shader that the file is for: .vert – a vertex … Read more

What’s the concept of and differences between Framebuffer and Renderbuffer in OpenGL?

The Framebuffer object is not actually a buffer, but an aggregator object that contains one or more attachments, which by their turn, are the actual buffers. You can understand the Framebuffer as C structure where every member is a pointer to a buffer. Without any attachment, a Framebuffer object has very low footprint. Now each … Read more

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