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Relation between buffers and glVertexAttribPointer

By : Rekar Qassm
Date : October 14 2020, 02:23 PM
hop of those help? You can have multiple buffer objects. If a vertex array buffer is bound, when glVertexAttribPointer is called then the last parameter of glVertexAttribPointer is treated as an offset to this buffer, but if no vertex buffer object is bound, then the last parameter is treated as a pointer to the data:
See OpenGL ES 2.0 specification; 2.8. VERTEX ARRAYS; 21:
code :
void VertexAttribPointer( uint index, int size, enum type, 
                          boolean normalized,  sizei stride, 
                          const void *pointer );
int[] bufferVertices = new int[4];
GLES20.glGenBuffers(4, bufferVertices, 0);

vertexBufferId = bufferVertices[0];
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, cubeCoords.length * 4, vertexBuffer, GLES20.GL_STATIC_DRAW);

colorBufferId = bufferVertices[1];
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, colorBufferId);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, cubeCoords.length * 4, colorBuffer, GLES20.GL_STATIC_DRAW);

normlBufferId = bufferVertices[2];
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, normlBufferId);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, cubeCoords.length * 4, normalsBuffer, GLES20.GL_STATIC_DRAW);

textureBufferId = bufferVertices[3];
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, textureBufferId);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, cubeCoords.length * 4, textureBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, 0);

GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, colorBufferId);
GLES20.glVertexAttribPointer(colorHandle, 4, GLES20.GL_FLOAT, false, 0, 0);

GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, normlBufferId);
GLES20.glVertexAttribPointer(normalHandle, 3, GLES20.GL_FLOAT, false, 0, 0);

GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, textureBufferId);
GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 0, 0);

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Optimizing sorting container of objects with heap-allocated buffers - how to avoid hard-copying buffers?

By : User621
Date : March 29 2020, 07:55 AM
wish help you to fix your issue I wouldn't use raw char * in this scenario as it's going to be an unnecessary headache. Use std::string instead, which will remove the need for the copy constructor, assignment operator and destructor as the compiler-generated ones will be sufficient.
If you then find that copying the data is still a major bottleneck, you could use a boost::shared_ptr to hold the string if you can live with the additional level of indirection in normal use. That way, the string will not be copied if the containing object is copied and you still get the safety of RAII.

Frame Buffer Object (FBO) and Render & Depth Buffers Relation

By : user3118549
Date : March 29 2020, 07:55 AM
around this issue I don't know if I completely understood you, but the renderbuffers bound to the attachment points (GL_COLOR_ATTACHMENT...) are per-FBO state and this FBO state remains unchanged you only need to bind the FBO to tell OpenGL that this FBO is now used and all its state (that you set earlier) will take effect.

What is the relation between render passes, command buffers and clearing of attachments in vulkan?

By : Malik Khalil
Date : March 29 2020, 07:55 AM
will be helpful for those in need Command buffers are responsible for storing commands that later get submitted to queue(s) and processed by the hardware. It is the only way to perform operations in Vulkan - record them and then submit. But the important thing is that each command buffer is totally independent from all other command buffers. If You want to perform a specific job, You need to record all the necessary commands that set appropriate state into the command buffer. If You want to perform similar job in another command buffer, You need to record the same set of commands in this other command buffer because there is no state sharing between command buffers. They are all independent. (There are some exceptions but they are not relevant for this discussion as they involve only secondary command buffers).
Next, in Vulkan rendering can only occur inside render passes. Render pass is a general definition of steps (called subpasses) drawing commands are divided into and of rendering resources (and relationships between them) needed for these drawing commands (attachments). But this is just description, metadata. You define how these attachments are used (as color attachments, as depth attachment, as input attachments) and what are their layouts in each subpass. You also define what to do with each attachment before the render pass (load op) and after the render pass (store op).

Chroncile Queue tailer adds additional bytes (0x008F) for some buffers. How to determine which buffers have this padding

By : user1738968
Date : March 29 2020, 07:55 AM
With these it helps If you want to write/read XML data you are better off letting the Queue encode and decode this string as this saves creating a byte[]
code :
try (DocumentContext dc = appender.writingDocument()) {
// can be reused.
StringBuilder sb = new StringBuilder();

try (DocumentContext dc = tailer.readingDocument()) {
    if (dc.isPresent()) {
        String text = sb.toString();
String s = tailer.readText();

Cache coherence literature generally only refers store buffers but not read buffers. Yet one somehow needs both?

By : Laura Kennett
Date : March 29 2020, 07:55 AM
help you fix your problem Yes, write buffer = store buffer.
They're talking about if an atomic RMW was split up into a separate load and store, and the store buffer delayed another store (to a separate address) so it was after the load but still before the store.
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