Re: [PyOpenGL-Users] Help with VAOs
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From: Nicolas P. R. <Nic...@in...> - 2015-01-27 22:33:09
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Maybe this tutorial can help you: http://www.labri.fr/perso/nrougier/teaching/opengl/ Along with these two projects: * http://glumpy.github.io * http://vispy.org Nicolas > On 27 Jan 2015, at 22:39, Chris Barker <chr...@no...> wrote: > > Sorry, I'm going to be really vague here, as it's been a while. > > glBegin() > glVertex(...) > [...] > glEnd() > > is the "old" way, and you are right, you really don't want to do that. > > The "new" way is all the shader magic - it may be time to bite the bullet and learn that. > > But the semi-new way is to use Vertex Buffer OBjects (VBOs) to efficiently store your vertices on the Card. A little googling should get you started. > > -CHB > > > > On Tue, Jan 27, 2015 at 12:36 PM, Johannes Bauer <dfn...@gm...> wrote: > Hello list, > > I'm trying to store objects (currently only vertices) on the graphics > card so that I can avoid lots of: > > glBegin() > glVertex(...) > [...] > glEnd() > > I've tried lots and lots of code now (none of which fully did what I > wanted) and really am losing my mind soon :-( I could adapt this to work > with my code: > > https://gist.github.com/MorganBorman/4243336 > > And it does work, but when integrated in my 3D environment I noticed > that the drawn objects are not rendered perspectively, but just a flat > object. > > I'm looking for the easiest way to dump a bunch of vertices onto the > graphics card and later reference those vertices to draw some object and > have it render as if I had used glBegin(), glVertex(), glEnd(). Is this > possible at all? Which approach should I look into? > > In general I've seen two different approaches, one that involes (usually > super-primitive) shaders, others do not. I do not see why I would need a > custom-shader for this task, is this really necessary? > > My goal ultimately is to store surfaces (i.e. vertices, their normals, > their texture UV coordinates) on the graphics card. > > Any help is greatly appreciated, > Johannes > > ------------------------------------------------------------------------------ > Dive into the World of Parallel Programming. The Go Parallel Website, > sponsored by Intel and developed in partnership with Slashdot Media, is your > hub for all things parallel software development, from weekly thought > leadership blogs to news, videos, case studies, tutorials and more. Take a > look and join the conversation now. http://goparallel.sourceforge.net/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > > > -- > > Christopher Barker, Ph.D. > Oceanographer > > Emergency Response Division > NOAA/NOS/OR&R (206) 526-6959 voice > 7600 Sand Point Way NE (206) 526-6329 fax > Seattle, WA 98115 (206) 526-6317 main reception > > Chr...@no... > ------------------------------------------------------------------------------ > Dive into the World of Parallel Programming. The Go Parallel Website, > sponsored by Intel and developed in partnership with Slashdot Media, is your > hub for all things parallel software development, from weekly thought > leadership blogs to news, videos, case studies, tutorials and more. Take a > look and join the conversation now. http://goparallel.sourceforge.net/_______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |