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Type: Posts; User: allenmoatallen

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  1. No thoughts? Am I leaving anything out? Much...

    No thoughts? Am I leaving anything out? Much appreciated!
  2. Artifacts while trying to draw a Quad with Triangles

    Hi guys,

    The issue I have is that I am trying to draw 2 triangles as a quad and texture over it. Drawing the font seems to work no problem but when trying to draw a textured tile it doesn't seem...
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    Alright I actually fixed the flickering finally!...

    Alright I actually fixed the flickering finally! However my mouse y-axis is upside down. In OpenGL 3.2 Core how do I invert that?
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    There must still be something wrong with my...

    There must still be something wrong with my coordinates...Again here is my Init code:

    void OGL_Renderer_3_2::initGL(){
    glClearColor(0, 0, 0, 0);
    glClear(GL_COLOR_BUFFER_BIT);
    ...
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    Wow, then I was sorely wrong... The reason I had...

    Wow, then I was sorely wrong... The reason I had the view as (0, -1, 0) is because if I don't, the mouse y orientation is upside down (move mouse up it goes down or at least renders that way).
    ...
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    Well this is all 2D rendering so we don't make...

    Well this is all 2D rendering so we don't make use of depth values, but I will double check that I have that turned off. Also I thought glViewport was gone in 3.2 Core?
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    Thanks Dan I completely overlooked that! Without...

    Thanks Dan I completely overlooked that! Without clearing the screen though the graphics stay on the screen when moving the mouse around and such and I have intense flashing right now. Should there...
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    void OGL_Renderer_3_2::drawVertexArray(GLuint...

    void OGL_Renderer_3_2::drawVertexArray(GLuint textureId, bool defaultTextureCoords){
    clearScreen(0, 0, 0);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    ...
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    Only last set of vertices render

    Alright here goes, I am in the middle of porting our rendering from fixed-function to fully programmable with a 3.2 core context and glsl 1.5. Whenever we wish to render to the screen (image, text,...
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    We currently do handle rendering that way,...

    We currently do handle rendering that way, update/draw all objects and then swap the buffers, however it doesn't seem to be behaving that way and only renders the last set of data sent.
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    VAO & VBO help!

    Hi guys,

    This may sound like a stupid question, but here goes; I have a single VAO and single VBO in my renderer. Right now when I wish to draw my primitives I update the VBO data and push to the...
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    If all I am trying to do is render 2D objects,...

    If all I am trying to do is render 2D objects, wouldn't all I need is:


    int w, h;
    SDL_GetWindowSize(mWindow, &w, &h);
    projection = glm::ortho(0.0f, static_cast<float>(w), static_cast<float>(h),...
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    No, ideally I want to use just two coordinates...

    No, ideally I want to use just two coordinates since I only do 2D rendering but was told I needed to pad it...

    EDIT: If I remove the MVP multiplication in the shader I get a blue box in the upper...
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    Ahh I apologize for not including that. Here it...

    Ahh I apologize for not including that. Here it is:


    glGenVertexArrays(1, &mVertexArray); getError();
    glBindVertexArray(mVertexArray);
    getError();


    glGenBuffers(1,...
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    Is the issue having to do that I don't pad the...

    Is the issue having to do that I don't pad the vertex shader position?
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    Ortho and Shader Vertices

    Hi guys,

    You helped me get things on the screen with shaders and such but now I am trying to actually get the coordinates correct. Given the below vertices that I am passing in:


    0, 0, ...
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    And just to make sure I have the correct...

    And just to make sure I have the correct understanding... in my data update function should I be using glBufferData() or look into the glMapBuffer() calls? I thought all I needed was a glBufferData()...
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    A) should work because right now I only have one...

    A) should work because right now I only have one VAO and one VBO. I wanted to reuse them for each object getting drawn but wasn't sure if that was the best practice. If I can simply update the buffer...
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    Correct. If I have a function named...

    Correct. If I have a function named fillVertexArray(), would all I need to do is bind the VBO, call glBufferData() and then unbind? Or is there a step missing?
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    Question on VAO/VBOs

    Since the VAO needs to be completely setup during initialization, what is the best way to feed new vertex data to the GPU? Is it better to recreate the VAO and VBO or to simply pass new vertex and...
  21. That does seem to help, thank you! In order to...

    That does seem to help, thank you! In order to update the vertex positions in the shader I would have to call glBufferData() again at some point right? At least that was my understanding of its...
  22. Switching from Fixed-Function to GLSL - Help

    Hi guys,

    I am currently trying to switch our rendering from fixed-function to shaders and can't seem to get anything to draw to screen. I know the shaders load and compile properly as I have the...
  23. Re: Some glTexParameters() being ignored.

    Oh... I had a feeling that was it. What should I be looking at then to keep a texture from stretching within the [0, 1] range? Is that a matter of normalizing the size of the quad against the texture...
  24. Some glTexParameters() being ignored.

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);


    Is being ignored in our code. Basically we have a grid of cubes of...
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    Re: Pixel blending using glTexSubImage2D()

    The images themselves are drawn correctly... it is literally the y position of where the image is rendered that is reversed... the projection is correct.
    ...
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