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    https://www.khronos.org/opengl/wiki/Blending...

    https://www.khronos.org/opengl/wiki/Blending
    https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBlendFunc.xhtml

    initially disabled, you have to enable bleding first with...
  2. thats not correct it has to be: GLint...

    thats not correct

    it has to be:


    GLint location1 = glGetUniformLocation( ProgramHandle, "u_Texture1");
    GLint location2 = glGetUniformLocation( ProgramHandle, "u_Texture2");

    GLint...
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    https://www.khronos.org/registry/OpenGL-Refpages/g...

    https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGetError.xhtml



    now find out which function causes this error by adding several ...


    CHECK_GL_ERROR; // take a look at the linked...
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    try breaking the problem down. replace texture...

    try breaking the problem down. replace texture file data with a simple rgba color like:

    GLubyte rgba_data[] = { 0x00, 0xFF, 0xFF, 0xFF, };

    check the number of channels of your textures,...
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    what problem?

    what problem?
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    read here about freetype...

    read here about freetype
    https://www.freetype.org/freetype2/docs/tutorial/step1.html

    just jumping into it most often doesnt work, you need to read the text in order to understand what each...
  7. use a library for that:...

    use a library for that:
    https://www.freetype.org/freetype2/docs/index.html
    https://learnopengl.com/In-Practice/Text-Rendering
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    you have a complicated mesh to draw and you want...

    you have a complicated mesh to draw and you want to avoid its drawing if possible. what you do first is wrap the smallest cube possible around that complicated mesh, draw that cube with an "empty"...
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    example: vertex A: (+0 | -1.1 | +0) (middle of...

    example:

    vertex A: (+0 | -1.1 | +0) (middle of the screens lower edge)
    vertex B: (+1.1 | -1.1 | +0) (behind the lower right corner)
    vertex C: (+1.1 | 0 | +0) (middle of the screens right edge)
    ...
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    i suggest you start reading about rendering...

    i suggest you start reading about rendering techniques ("OpenGL Superbible", "OpenGL Programming Guide" and other books/articles by nvidia and so on)
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    as far as i can tell you are using the mapped...

    as far as i can tell you are using the mapped buffer pointer to update the buffer in a for-loop, which means the buffer is mapped the whole time. alternatively you can try to build a local...
  12. for a 3D scene, you need depth testing, NOT...

    for a 3D scene, you need depth testing, NOT stencil testing. besides that, you need to generate a mesh for the cube with holes in it. if you try to "trick" something together with stencil test etc...
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    thats what VAOs are about: storing the vertex...

    thats what VAOs are about: storing the vertex attributes, their format / source buffer etc, if by "Vertex Array structures" you mean VAOs then: no, its sufficient to set up the VAOs once and just...
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    yes, it will. read about buffer streaming, check...

    yes, it will. read about buffer streaming, check out the commands:
    --> gl{Named}BufferData() with the same size AND usage hint
    --> glMap{Named}BufferRange() and the possible mapping flags
    ...
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    i'd start it this way: 1. draw 1 point at (0, 0,...

    i'd start it this way:
    1. draw 1 point at (0, 0, 0)

    glDrawArrays(GL_POINTS, 0, 1);

    2. draw 5 points at (0.0, 0, 0), (0.1, 0, 0), ... (0.4, 0, 0) to check if you've correctly setup the instance...
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    and what is "cubeData" ? a pointer ? you may want...

    and what is "cubeData" ? a pointer ? you may want to upload more than 4 (32bit) or 8 (64bit) byte into the vertexbuffer ...
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    the skeletal stuff works fine, i replaced the...

    the skeletal stuff works fine, i replaced the array nonsense by a hierarchical scene graph (a node, containing pointers to dynamically allocated child nodes). what still doesnt work is "skinning"...
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    thanks for clarifying ... wasnt sure about that...

    thanks for clarifying ... wasnt sure about that (i always link statically if possible ;))
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    glew, glfw and freeglut come each with a static...

    glew, glfw and freeglut come each with a static and a dynamic library (these are different files!). if you use the static version of glew you have to define GLEW_STATIC before including <GL/glew.h>....
  20. opengl "runs" parallel to your cpu (that is on...

    opengl "runs" parallel to your cpu (that is on the gpu) and you can avoid syncronising cpu <--> gpu by doing a read-back into an unused buffer (GL_PIXEL_PACK_BUFFER) while your cpu does other things...
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    error checking is crucial, i dont see that in...

    error checking is crucial, i dont see that in your code
    https://sites.google.com/site/john87connor/other/error-check

    having a GL debug context can help you much more because instead of simple...
  22. read this:...

    read this:
    https://www.khronos.org/opengl/wiki/GLAPI/glDrawArraysInstancedBaseInstance



    no.

    you surely know what glDrawArrays(...) does.

    glDrawArraysInstanced(...) does the same, but...
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    me neither ... so lets guess: what are the...

    me neither ...

    so lets guess: what are the "symptoms" ? whats not working ? is your cube/rectangle completely black or what color has it ? in case it is black, replace the fragmentshader output...
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    i dont see anywhere what "Texture::Bind(0)"...

    i dont see anywhere what "Texture::Bind(0)" actually does.

    //Draws the mesh.
    void Mesh:Draw()
    {
    glBindVertexArray(_VAO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _EBO);
    ...
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    could you post some actual code here that shows...

    could you post some actual code here that shows your problem ?
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