Is there a shaderless way to draw multiple points with different sizes using glDrawArrays()?
I'm drawing a point cloud with different colors of points with this:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices.get());
glColorPointer(3, GL_FLOAT, 0, colors.get());
glDrawArrays(GL_POINTS, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
is there a way to tell glDrawArrays (or the default shader) to use another client state for size of each point?
opengl
add a comment |
I'm drawing a point cloud with different colors of points with this:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices.get());
glColorPointer(3, GL_FLOAT, 0, colors.get());
glDrawArrays(GL_POINTS, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
is there a way to tell glDrawArrays (or the default shader) to use another client state for size of each point?
opengl
There is no default shader. And the fixed function pipeline (deprecated for several years) does not support individual point sizes. You should not use it anyway unless you have a good reason to do so.
– Nico Schertler
Nov 21 '18 at 11:26
I searched for a hello-world of VBO for point clouds but couldn't find any info. Then saw this and worked but without size unfortunately. Do you mean deprecated fixed function pipeline is used whenglDrawArrays
orglEnableClientState
is used? Before this, I was using immediate mode with smooth point size and correct auto z-ordering. But immediate mode is way too slow for a million points.
– huseyin tugrul buyukisik
Nov 21 '18 at 11:28
As soon as you don't have a shader bound, OpenGL will try to use the fixed function pipeline if it is still available. This does not work if you have a core profile context. So, in short: Always use a shader.
– Nico Schertler
Nov 21 '18 at 11:30
What kind of question should I ask for a minimal shader example for glDrawArrays with GL_POINTS? What should I use? Vertex shader or fragment shader or something else?
– huseyin tugrul buyukisik
Nov 21 '18 at 11:33
You will need both shaders. I would suggest to take a look at an arbitrary tutorial for model rendering (with modern OpenGL). If you know how to do this, then switching to pointclouds is simply a matter of replacingGL_TRIANGLES
withGL_POINTS
. More or less...
– Nico Schertler
Nov 21 '18 at 11:36
add a comment |
I'm drawing a point cloud with different colors of points with this:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices.get());
glColorPointer(3, GL_FLOAT, 0, colors.get());
glDrawArrays(GL_POINTS, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
is there a way to tell glDrawArrays (or the default shader) to use another client state for size of each point?
opengl
I'm drawing a point cloud with different colors of points with this:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices.get());
glColorPointer(3, GL_FLOAT, 0, colors.get());
glDrawArrays(GL_POINTS, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
is there a way to tell glDrawArrays (or the default shader) to use another client state for size of each point?
opengl
opengl
asked Nov 21 '18 at 11:23
huseyin tugrul buyukisik
6,88133063
6,88133063
There is no default shader. And the fixed function pipeline (deprecated for several years) does not support individual point sizes. You should not use it anyway unless you have a good reason to do so.
– Nico Schertler
Nov 21 '18 at 11:26
I searched for a hello-world of VBO for point clouds but couldn't find any info. Then saw this and worked but without size unfortunately. Do you mean deprecated fixed function pipeline is used whenglDrawArrays
orglEnableClientState
is used? Before this, I was using immediate mode with smooth point size and correct auto z-ordering. But immediate mode is way too slow for a million points.
– huseyin tugrul buyukisik
Nov 21 '18 at 11:28
As soon as you don't have a shader bound, OpenGL will try to use the fixed function pipeline if it is still available. This does not work if you have a core profile context. So, in short: Always use a shader.
– Nico Schertler
Nov 21 '18 at 11:30
What kind of question should I ask for a minimal shader example for glDrawArrays with GL_POINTS? What should I use? Vertex shader or fragment shader or something else?
– huseyin tugrul buyukisik
Nov 21 '18 at 11:33
You will need both shaders. I would suggest to take a look at an arbitrary tutorial for model rendering (with modern OpenGL). If you know how to do this, then switching to pointclouds is simply a matter of replacingGL_TRIANGLES
withGL_POINTS
. More or less...
– Nico Schertler
Nov 21 '18 at 11:36
add a comment |
There is no default shader. And the fixed function pipeline (deprecated for several years) does not support individual point sizes. You should not use it anyway unless you have a good reason to do so.
– Nico Schertler
Nov 21 '18 at 11:26
I searched for a hello-world of VBO for point clouds but couldn't find any info. Then saw this and worked but without size unfortunately. Do you mean deprecated fixed function pipeline is used whenglDrawArrays
orglEnableClientState
is used? Before this, I was using immediate mode with smooth point size and correct auto z-ordering. But immediate mode is way too slow for a million points.
– huseyin tugrul buyukisik
Nov 21 '18 at 11:28
As soon as you don't have a shader bound, OpenGL will try to use the fixed function pipeline if it is still available. This does not work if you have a core profile context. So, in short: Always use a shader.
– Nico Schertler
Nov 21 '18 at 11:30
What kind of question should I ask for a minimal shader example for glDrawArrays with GL_POINTS? What should I use? Vertex shader or fragment shader or something else?
– huseyin tugrul buyukisik
Nov 21 '18 at 11:33
You will need both shaders. I would suggest to take a look at an arbitrary tutorial for model rendering (with modern OpenGL). If you know how to do this, then switching to pointclouds is simply a matter of replacingGL_TRIANGLES
withGL_POINTS
. More or less...
– Nico Schertler
Nov 21 '18 at 11:36
There is no default shader. And the fixed function pipeline (deprecated for several years) does not support individual point sizes. You should not use it anyway unless you have a good reason to do so.
– Nico Schertler
Nov 21 '18 at 11:26
There is no default shader. And the fixed function pipeline (deprecated for several years) does not support individual point sizes. You should not use it anyway unless you have a good reason to do so.
– Nico Schertler
Nov 21 '18 at 11:26
I searched for a hello-world of VBO for point clouds but couldn't find any info. Then saw this and worked but without size unfortunately. Do you mean deprecated fixed function pipeline is used when
glDrawArrays
or glEnableClientState
is used? Before this, I was using immediate mode with smooth point size and correct auto z-ordering. But immediate mode is way too slow for a million points.– huseyin tugrul buyukisik
Nov 21 '18 at 11:28
I searched for a hello-world of VBO for point clouds but couldn't find any info. Then saw this and worked but without size unfortunately. Do you mean deprecated fixed function pipeline is used when
glDrawArrays
or glEnableClientState
is used? Before this, I was using immediate mode with smooth point size and correct auto z-ordering. But immediate mode is way too slow for a million points.– huseyin tugrul buyukisik
Nov 21 '18 at 11:28
As soon as you don't have a shader bound, OpenGL will try to use the fixed function pipeline if it is still available. This does not work if you have a core profile context. So, in short: Always use a shader.
– Nico Schertler
Nov 21 '18 at 11:30
As soon as you don't have a shader bound, OpenGL will try to use the fixed function pipeline if it is still available. This does not work if you have a core profile context. So, in short: Always use a shader.
– Nico Schertler
Nov 21 '18 at 11:30
What kind of question should I ask for a minimal shader example for glDrawArrays with GL_POINTS? What should I use? Vertex shader or fragment shader or something else?
– huseyin tugrul buyukisik
Nov 21 '18 at 11:33
What kind of question should I ask for a minimal shader example for glDrawArrays with GL_POINTS? What should I use? Vertex shader or fragment shader or something else?
– huseyin tugrul buyukisik
Nov 21 '18 at 11:33
You will need both shaders. I would suggest to take a look at an arbitrary tutorial for model rendering (with modern OpenGL). If you know how to do this, then switching to pointclouds is simply a matter of replacing
GL_TRIANGLES
with GL_POINTS
. More or less...– Nico Schertler
Nov 21 '18 at 11:36
You will need both shaders. I would suggest to take a look at an arbitrary tutorial for model rendering (with modern OpenGL). If you know how to do this, then switching to pointclouds is simply a matter of replacing
GL_TRIANGLES
with GL_POINTS
. More or less...– Nico Schertler
Nov 21 '18 at 11:36
add a comment |
1 Answer
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If there was, that would be terribly inefficient!
- Use the programmable pipeline, in a core context => OpenGL 3.3 and above.
- Create a buffer with all your vertices (your points).
- Create a buffer with the sizes of each point.
- Pass buffers 2 and 3 to your vertex shader. Assign the size to the global gl_PointSize.
If you don't get what I am suggesting, you must then begin by learning the modern OpenGL way of rendering :)
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Ok, now it works withglEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added#version 330
at first line, just in case it compiles for different version.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
add a comment |
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If there was, that would be terribly inefficient!
- Use the programmable pipeline, in a core context => OpenGL 3.3 and above.
- Create a buffer with all your vertices (your points).
- Create a buffer with the sizes of each point.
- Pass buffers 2 and 3 to your vertex shader. Assign the size to the global gl_PointSize.
If you don't get what I am suggesting, you must then begin by learning the modern OpenGL way of rendering :)
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Ok, now it works withglEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added#version 330
at first line, just in case it compiles for different version.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
add a comment |
If there was, that would be terribly inefficient!
- Use the programmable pipeline, in a core context => OpenGL 3.3 and above.
- Create a buffer with all your vertices (your points).
- Create a buffer with the sizes of each point.
- Pass buffers 2 and 3 to your vertex shader. Assign the size to the global gl_PointSize.
If you don't get what I am suggesting, you must then begin by learning the modern OpenGL way of rendering :)
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Ok, now it works withglEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added#version 330
at first line, just in case it compiles for different version.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
add a comment |
If there was, that would be terribly inefficient!
- Use the programmable pipeline, in a core context => OpenGL 3.3 and above.
- Create a buffer with all your vertices (your points).
- Create a buffer with the sizes of each point.
- Pass buffers 2 and 3 to your vertex shader. Assign the size to the global gl_PointSize.
If you don't get what I am suggesting, you must then begin by learning the modern OpenGL way of rendering :)
If there was, that would be terribly inefficient!
- Use the programmable pipeline, in a core context => OpenGL 3.3 and above.
- Create a buffer with all your vertices (your points).
- Create a buffer with the sizes of each point.
- Pass buffers 2 and 3 to your vertex shader. Assign the size to the global gl_PointSize.
If you don't get what I am suggesting, you must then begin by learning the modern OpenGL way of rendering :)
answered Nov 21 '18 at 12:55
Zedka29
792
792
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Ok, now it works withglEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added#version 330
at first line, just in case it compiles for different version.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
add a comment |
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Ok, now it works withglEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added#version 330
at first line, just in case it compiles for different version.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Thank you. I managed to get past size-less version of shaders now doing this size array extension. Doesn't accept, maybe I'm on GL 3.0-.
– huseyin tugrul buyukisik
Nov 21 '18 at 13:44
Ok, now it works with
glEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added #version 330
at first line, just in case it compiles for different version.– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
Ok, now it works with
glEnable( GL_PROGRAM_POINT_SIZE );
, thank you. So many states to manage! :] Also added #version 330
at first line, just in case it compiles for different version.– huseyin tugrul buyukisik
Nov 21 '18 at 13:51
add a comment |
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There is no default shader. And the fixed function pipeline (deprecated for several years) does not support individual point sizes. You should not use it anyway unless you have a good reason to do so.
– Nico Schertler
Nov 21 '18 at 11:26
I searched for a hello-world of VBO for point clouds but couldn't find any info. Then saw this and worked but without size unfortunately. Do you mean deprecated fixed function pipeline is used when
glDrawArrays
orglEnableClientState
is used? Before this, I was using immediate mode with smooth point size and correct auto z-ordering. But immediate mode is way too slow for a million points.– huseyin tugrul buyukisik
Nov 21 '18 at 11:28
As soon as you don't have a shader bound, OpenGL will try to use the fixed function pipeline if it is still available. This does not work if you have a core profile context. So, in short: Always use a shader.
– Nico Schertler
Nov 21 '18 at 11:30
What kind of question should I ask for a minimal shader example for glDrawArrays with GL_POINTS? What should I use? Vertex shader or fragment shader or something else?
– huseyin tugrul buyukisik
Nov 21 '18 at 11:33
You will need both shaders. I would suggest to take a look at an arbitrary tutorial for model rendering (with modern OpenGL). If you know how to do this, then switching to pointclouds is simply a matter of replacing
GL_TRIANGLES
withGL_POINTS
. More or less...– Nico Schertler
Nov 21 '18 at 11:36