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Opengl ES - drawing a plane of multiple vertices


Opengl ES - drawing a plane of multiple vertices

By : Joxean943
Date : October 25 2020, 07:29 PM
hope this fix your issue Here is how I solved it using OpenGL ES 1.0:
https://blog.jayway.com/2010/02/15/opengl-es-tutorial-for-android-part-v/
code :


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OpenGL drawing a Hexigon with vertices

OpenGL drawing a Hexigon with vertices


By : Emil Świderek
Date : March 29 2020, 07:55 AM
hop of those help? Im trying to make a basic shape ( Hexigon ) to start and learn some basics about OpenGL on the Android platform and i have a little problem. , Should be
code :
private float verticesFlat[] = {     
    0.0f,   0.0f, 0.0f,    //center
    -0.5f,   1.0f, 0.0f,    // left top
    0.5f,   1.0f, 0.0f,    // right top
    1.0f,   0.0f, 0.0f,    // right
    0.5f,   -1.0f, 0.0f,    // right bottom (notice sign)
    -0.5f,  -1.0f, 0.0f,    // left bottom
    -1.0f,   0.0f, 0.0f,     // left
};
Drawing a 3D polygon from vertices (OpenGL/C++)

Drawing a 3D polygon from vertices (OpenGL/C++)


By : Science Smart
Date : March 29 2020, 07:55 AM
it should still fix some issue Create an 1D array of vertices, and put them in the order you prefer (although for performance is much better to keep them sorted for examples in strips...). Create an array of indexes (por example an array of shorts) and each element in the array of indexes should point to an index of vertex in the vertices array. The reason to build them as 1D array is that this is the way OpenGL handles things internally.
If your problem is that you don't have an elements array but just a set of points you want to draw as a mesh, you first need to generate such array. First understand basics of triangle topologies: http://gamma.cs.unc.edu/COMP770/LECTURES/11trimesh.pdf and then think on a way to generate a mesh from a set of points.
Drawing a 3d plane in opengl given two vectors

Drawing a 3d plane in opengl given two vectors


By : Gabriel Souza
Date : March 29 2020, 07:55 AM
Any of those help 2 vectors define infinity of parallel faces. You need an additional point X to select one of those unless your X = (0,0,0) and that's why it doesn't show in your code.
If V1 and V2 define the length and direction of two sides of a face that start from a reference point X, you can draw you quad as
code :
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3f(X.x, X.y, X.z);
GL11.glVertex3f(X.x+v1.x, X.y+v1.y, X.z+v1.z);
GL11.glVertex3f(X.x+v1.x+v2.x, X.y+v1.y+v2.y, X.z+v1.z+v2.z);
GL11.glVertex3f(X.x+v2.x, X.y+v2.y, X.z+v2.z);
GL11.glEnd();
Drawing a scene in xz plane opengl

Drawing a scene in xz plane opengl


By : Martin Berggren
Date : March 29 2020, 07:55 AM
Hope that helps The easiest option for drawing a background image that is independent of the camera is to draw it in normalized device coordinates (NDC) and do not perform any transformations/projections on it. To cover the whole screen, you have to draw a quad going from p = [-1, -1] to [1,1]. The texture coordinates can then be found by tex = (p + 1)/2
Normalized device coordinates are the coordinates one would normally get after applying projection and the perspective divide. They span a cube from [-1,-1,-1] to [1,1,1] where the near plane is mapped to z = -1 (at least in OpenGL, in DirectX the near plane is mapped to z=0). In your special case, the depth should not matter, as long as you draw the background plane as the first element in each frame and disable the depth-test.
OpenGL: Keep drawing inside a region on a plane in 3D space

OpenGL: Keep drawing inside a region on a plane in 3D space


By : vaishnavi mense
Date : March 29 2020, 07:55 AM
it fixes the issue Render bounding geometry into stencil buffer. Enable stencil test Render regular geometry into color buffer; the stencil test will prevent fragments outside the bounding geometry from writing to the color buffer.
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