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  • OpenGL's matrix stack vs Hand multiplying

    - by deft_code
    Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics pipeline. Pushing and popping translation matrices seem like a big change. However, I wonder if the graphics card might be able to more than make up for pipeline hiccup by using its parallel execution hardware to bulk multiply the vertices. My specific case. I have font rendered to a sprite sheet. The coordinates of each character or a string are calculated and added to a vertex buffer. Now I need to move that string. Would it be better to iterate through the vertex buffer and adjust each of the vertices by hand or temporarily push a new translation matrix?

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

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  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

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  • OpenGL|ES on a desktop PC.

    - by almb
    I'm working on a OpenGL project that I would like to port to embedded systems that support OpenGL|ES. Since OpenGL|ES is a subset of OpenGL how hard would it be to compile my OpenGL application on an embedded system? (Assuming that my OpenGL code is in the limits of OpenGL|ES) I guess what I'm wondering is: is it possible to dircetly wrap my OpenGL calls with MACROS to make it compatible with OpenGL|ES API call names? Are there any calls specific to OpenGL|ES that I would have to implement? Sorry, if I'm not clear. Thank you.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Replace these OpenGL functions with OpenGL ES?

    - by Constantin
    I search for a possibility to migrate my PC OpenGL application and an iPhone App into one XCode project (for convenience). So if I make chances to these source files I want to apply this for both plattforms and want to be able to compile for both plattforms from one project. How could I accomplish this? Is there a way to do so in XCode 4 or 3.25? Any help would be highly appreciated edit: Okay, I went so far - All in all, it seems to work with XCode 4. My only problems are these openGL/Glut functions, that aren't working on iPhone: glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT ); glPopAttrib(); glutGet(GLUT_ELAPSED_TIME); glutSwapBuffers(); Any ideas how to fix these issues?

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  • 12 és fél éve történt: Data Mart Suite és Discoverer/2000

    - by Fekete Zoltán
    Néhány hónapon belül az Oracle Hungary Kft. új irodaházba költözik. Érdemes tehát "inkrementálisan" selejtezni, ahogyan egy jó adattárházba is lépésenként kerülnek be az adatok, és témakörönként kisebb kilométerkövek mentén no a lefedett területek garmadája. :) Az imént akadt a kezembe egy jelentkezési lap az Oracle döntéstámogatás (DSS) témakörbol 1997-bol: Új döntésté(!)mogató eszközök a fejlesztok kezében, Oracle Partneri konferencia, 1997. november 7. :) Oldtimer... És mindez véletlenöl pontosan a NOSZF dátumára idozítve. Együtt ünnepelt a világ! Emlékszik még valaki, mi is a NOSZF feloldása? :) Azóta az Oracle Warehouse Builder és az Oracle Business Intelligence Enterprise Edition és a BI Standard Edition One lettek a zászlóshajók az ETL-ELT és az elemzés-kimutatáskészítés területen.

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  • Creating an OpenGL FPS camera: I have the position and orientation vectors, now what?

    - by Synthetix
    I have been struggling to create a first person camera in OpenGL ES 2.0 without using gluLookAt(). I grab the camera's orientation vectors (the way it's looking) from the current modelview matrix, and use that to calculate the new forward/backward (Z) translation value. I then calculate the strafe (X) value from the dot product of Z and Y (which is always 1.0). So, I have all the information I need to create a view matrix, but how do I do that without using gluLookAt? Almost all the examples I've seen use gluLookAt, but no such function exists in OpenGL ES 2.0. Besides, one of the moderators on cprogramming.com mentioned that gluLookAt is not appropriate for FPS cameras: http://cboard.cprogramming.com/game-programming/135390-how-properly-move-strafe-yaw-pitch-camera-opengl-glut-using-glulookat.html I am really confused by all the conflicting information I'm getting. I just want to create a first person camera that goes forward (W,S keys), side-to-side (A,D keys) and rotates around its center (Y axis only), Wolfenstein style. Any help on this would be much appreciated!

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  • Learning OpenGL ES 1.x

    - by Kristopher Johnson
    What is the quickest way to come up to speed on OpenGL ES 1.x? Let's assume I know nothing about OpenGL (which is not entirely true, but it's been a while since I last used OpenGL). I am most interested in learning this for iPhone-related development, but I'm interested in learning how it works on other platforms as well. I've found the book OpenGL ES 2.0 Programming Guide, but I am concerned that it might not be the best approach because it focuses on 2.0 rather than 1.x. My understanding is that 2.0 is not backwards-compatible with 1.x, so I may miss out on some important concepts. Note: For answers about learning general OpenGL, see http://stackoverflow.com/questions/62540/learning-opengl Some resources I've found: http://khronos.org/opengles/1_X/ http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES1xMBX.asp OpenGL Distilled by Paul Martz (a good refresher on OpenGL basics)

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  • Oracle at Work videó: Banca Transilvania, Exadata és Exalogic, alkalmazások és adattárház

    - by user645740
    Az ORACLE AT WORK videók sorában most a Banca Transilvania romániai bank felso vezetoi osztják meg gyakorlati tapasztalataikat az Exadata Database Machine és az Exalogic megoldások banki muködésérol. Videó link: Video Case Study with Banca Transilvania.    A kolozsvári székhelyu Banca Transilvania a harmadik legnagyobb bank Romániában, 1,5 millió aktív ügyfelet kezel, a bank növekszik. Amikor 1999-ben megjelent a II. generációs Exadata V2-es sorozat, ebbol a Banca Transilvania volt az elso banki vásárló a világon. Eloször az adattárházukat helyezték át Exadatára, hatalmas teljesítmény ugrást tapasztaltak, amit az üzlet ki is tudott használni, több riport, extrém jó válaszidokkel, gyorsabb batch futások. A cél a banki architektúra Exadata és Exalogic rendszerre történo konszolidálása. A videóban az Exadata + Exalogic megoldásuk elonyeirol a Banca Transilvania vezetoi beszélnek: Robert C. Rekkers, CEO;  Leontin Toderici, COO;  Marius Ursuti, IT Director. az alkalmazásaikat Oracle-ön konszolidálják kártya rendszer új core-banking rendszer: FLEXCUBE is az Exadatán fog muködni, ez segíti a bankot a növekedésben, a növekvo ügyfélszám, tranzakciók kezelésében Siebel CRM tesztelik az Exa architektúrán az Oracle E-Business Suite alkalmazásokat is legjobb teljesítmény Oracle adatbázisokra, kisebb válaszidok, adattárház és Oracle OLAP: költségcsökkenés, 30-szor gyorsabb muködés Exalogic: alkalmazásszerverek konszolidációja WebLogic szerveren a bank tesztjei is azt mutatják, hogy az Exalogic elonyei még jobban kidomborodnak az Exadata használatával együtt a gépek beállítását követoen 24 órán belül már kezdhetik a munkát, az elore telepített szoftverekkel, a gyárilag alaposan tesztelt és hangolt gépekkel egyszerubb architektúra, ennek menedzsmentje is kisebb költségu általánosan minden rendszer bevezetési ideje lecsökken az Exa architektúrán lehetové teszi új termékek és szolgáltatások gyorsabb bevezetését költségcsökkentés, teljes költség, Total Cost csökkent kiemelték az Oracle Corporation  felkészült csapatának rugalmasságát az Oracle folyamatos fejlesztése, innovációja, supportja Videó link: Video Case Study with Banca Transilvania.

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  • How does opengl-es 2 assemble primitives?

    - by stephelton
    Two things I'm quite confused about. 1) OpenGL ES 2.0 creates primitives before the vertex shader is invoked. Why, then, does it not automatically provide the vertex shader the position of the vertex? 2) OpenGL ES 2.0 supports glDrawElements(), but it does not support glEnableClientState() or GL_VERTEX_ARRAY, so how can this call possibly be used to construct primitives? NOTE: this is OpenGL ES 2.0, NOT normal OpenGL! Thanks!

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  • How can I write only to the stencil buffer in OpenGL ES 2.0?

    - by stephelton
    I'd like to write to the stencil buffer without incurring the cost of my expensive shaders. As I understand it, I write to the stencil buffer as a 'side effect' of rendering something. In this first pass where I write to the stencil buffer, I don't want to write anything to the color or depth buffer, and I definitely don't want to run through my lighting equations in my shaders. Do I need to create no-op shaders for this (and can I just discard fragments), or is there a better way to do this? As the title says, I'm using OpenGL ES 2.0. I haven't used the stencil buffer before, so if I seem to be misunderstanding something, feel free to be verbose.

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  • Starting out with OpenGL when most tutorials are out of date

    - by AUTO
    I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. I am ready to start programming in OpenGL using C++. I've got a working compiler (DevCpp; do NOT ask me to switch to VC++, and don't ask me why). Now I'm just looking for a solid tutorial on how to program with OpenGL. My assistant found the tutorial provided by NeHe Productions, but as I've come to find out, it's WAY OUT OF DATE! (although I did pull together a basic window to support an OpenGL canvas) Then I went online, and found the OpenGL SuperBible, which apparently uses freeglut? But what I'd like to know is whether or not SuperBible 5th edition is up to date any longer. The suggestion to freeglut I found said the latest version was 2.6.0 but now it's 2.8.0! Is the OpenGL SuperBible still a good, and fairly up-to-date place to start? Is there a better place to go to learn OpenGL? Am I allowed to simply store freeglut in the DevCpp include directory (maybe in GL), or is there some important procedure? Are there any comments or suggestions that I didn't think to ask since I'm only just beginning? @dreta cleared some things up for me, so now I have a better idea of what to ask: I think I'd like to start out with OpenGL using a wrapper library instead of directly accessing OpenGL.I just think that, for a beginner, it would be easier for me to program and get good results, while I don't yet have to understand all the grimy details (as @stephelton mentioned). The problem is, I can't find any library that doesn't have undefined references to no longer supported functions. Freeglut sounds operational, but it still uses GLU.Does anyone know what I can do?Also, I tried compiling the first SuperBible's source, but I got errors since GLAPI is not being defined as a type, the error originating in the GLU library. I'd like to use the SuperBible, but I don't know how to fix this.

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • Software emulated OpenGL with higher version than my graphics card supports

    - by leemes
    I have an Intel GMA 950 chipset in my netbook. I want to learn how to write OpenGL shader programs with this fantastic tutorial and therefore need OpenGL 3.3. Sadly, my graphics card only supports OpenGL 1.4. I think that MESA can emulate OpenGL in software, so I'm wondering if it can emulate OpenGL 3.3 without any hardware accelleration (performance is very much no problem, since this is only for learning and testing puroses). Is there any possibility to do this?

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  • converting 2D mouse coordinates to 3D space in OpenGL ES

    - by Jayesh
    I want to convert mouse's current X and Y coordinates into the 3D space I have drawn in the viewport. I need to do this on the OpenGL ES platform. I found following possible solutions implemented in OpenGL, but none fits what I am looking for. I found NeHe's tutorial on doing exactly this, but in traditional OpenGL way. It uses gluUnProject. http://nehe.gamedev.net/data/articles/article.asp?article=13 Although gluUnProject is not available in OpenGL ES, its implementation seems simple enough to port back. But before calling it, we need to call glReadPixels with GL_DEPTH_COMPONENT and that is not possible in OpenGL ES. (The reason I found in this thread: http://www.khronos.org/message_boards/viewtopic.php?f=4&t=771) What I want to do is similar to picking, except that I don't want to select the object but I want exact coordinates so that I can recognize particular portion of the object that is currently under mouse cursor. I went through the Picking tutorials in this answer. http://stackoverflow.com/posts/2211312/revisions But they need glRenderMode, which I believe is absent in OpenGL ES. If you know how to solve this problem in OpenGL ES, please let me know. Thanks.

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  • Instanced drawing with OpenGL ES 2.0

    - by Mårten Wikström
    In short: Is it possible to use the gl_InstanceID built-in variable in OpenGL ES 2.0? And, if so, how? Some more info: I want to draw multiple instances of an object using glDrawArraysInstanced and gl_InstanceID, and I want my application to run on multiple platforms, including iOS. The specification clearly says that these features require ES 3.0. According to the iOS Device Compatibility Reference ES 3.0 is only available on a few devices (those based on the A7 GPU; so iPhone 5s, but not on iPhone 5 or earlier). So my first assumption was that I needed to avoid using instanced drawing on older iOS devices. However, further down in the compatibility reference document it says that the EXT_draw_instanced extension is supported for all SGX Series 5 processors (that includes iPhone 5 and 4s). This makes me think that I could indeed use instanced drawing on older iOS devices too, by looking up and using the appropriate extension function (EXT or ARB) for glDrawArraysInstanced. I'm currently just running some test code using SDL and GLEW on Windows so I haven't tested anything on iOS yet. However, in my current setup I'm having trouble using the gl_InstanceID built-in variable in a vertex shader. I'm getting the following error message: 'gl_InstanceID' : variable is not available in current GLSL version Enabling the "draw_instanced" extension in GLSL has no effect: #extension GL_ARB_draw_instanced : enable #extension GL_EXT_draw_instanced : enable The error goes away when I specifically declare that I need ES 3.0 (GLSL 300 ES): #version 300 es Although that seem to work fine on my Windows desktop machine in an ES 2.0 context I doubt that this would work on an iPhone 5. So, shall I abandon the idea of being able to use instanced drawing on older iOS devices?

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  • what packages should I install in ubuntu 12.04 to fulfill opengl requirements for using nouveau driver?

    - by karolszk
    I try to switch from nvidia to nouveau driver via script: !/bin/bash stop gdm rmmod nvidia sed -i "s/nouveau/nvidia/" /etc/modprobe.d/blacklist-nvidia-nouveau.conf update-alternatives --set gl_conf /usr/lib/mesa/ld.so.conf ldconfig modprobe nouveau cp /etc/X11/xorg.conf{.nouveau,} start gdm and driver is loaded and X started but compiz it doesn't. In .xsession-errors I see: Compiz (opengl) - Fatal: Root visual is not a GL visual compiz (opengl) - Error: initScreen failed compiz (core) - Error: Couldn't activate plugin 'opengl' Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual Compiz (opengl) - Fatal: Root visual is not a GL visual gnome-session[19075]: WARNING: App 'compiz.desktop' respawning too quickly gnome-session[19075]: WARNING: Application 'compiz.desktop' killed by signal gnome-session[19075]: WARNING: App 'compiz.desktop' respawning too quickly what I'm doing wrong??

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  • OpenGL: Attempt to allocate a texture to big for the current hardware

    - by AnonymousMan
    I'm getting the following error: java.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:320) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:254) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:200) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24) The image I'm trying to use is 128x128. System.out.println(GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)); I get: 32. 32??!! My graphics card is AMD Radeon HD 7970M with 2048 MB GDDR5 RAM, I can run all the latest games in 1080p and 60fps with no problem, and those textures sure as hell doesn't look like they are 32x32 pixels to me! How can I fix this? -- Edit: Here's the chaos code I use to init OpenGL: Display.setDisplayMode(new DisplayMode(500,500)); Display.create(); if (!GLContext.getCapabilities().OpenGL11) { throw new Exception("OpenGL 1.1 not supported."); } Display.setTitle("Game"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluPerspective(45, 1, 0.1f, 5000); Mouse.setGrabbed(true); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0, 0, 0, 0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POLYGON_OFFSET_FILL); glShadeModel(GL_SMOOTH); Display is a LWJGL thing, it makes the OpenGL context and the window. Anyway, I don't think there's anything in the init code that can help me but you never know...

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  • iPhone post-processing with a single FBO with Opengl ES 2.0?

    - by Jing
    I am trying to implement post-processing (blur, bloom, etc.) on the iPhone using OpenGL ES 2.0. I am running into some issues. When rendering during my second rendering step, I end up drawing a completely black quad to the screen instead of the scene (it appears that the texture data is missing) so I am wondering if the cause is using a single FBO. Is it incorrect to use a single FBO in the following fashion? For the first pass (regular scene rendering), I attach a texture as COLOR_ATTACHMENT_0 and render to a texture. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texturebuffer, 0) For the second pass (post-processing), I attach the color renderbuffer to COLOR_ATTACHMENT_0 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer) Then use the texture from the first pass for rendering as a quad on the screen.

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  • What is UVIndex and how do I use it on OpenGL?

    - by Delta
    I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, a index buffer for the vertices, a normal buffer and a texture coordinate buffer, but this model now has a "UVIndex" and I'm not sure where am I supposed to put this UVIndex. My code looks like this: GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.VertexBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vPosition"],3,GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.NormalBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vNormal"], 3, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.TexCoordBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["TexCoord"], 2, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.Model.House.IndexBuffer); GL.bindTexture(GL.TEXTURE_2D, this.Texture.HTex1); GL.activeTexture(GL.TEXTURE0); GL.drawElements(GL.TRIANGLES, this.Model.House.IndexBuffer.Length, GL.UNSIGNED_SHORT, 0); But my model renders totally incorrect and I think it has to do with the fact that I am ignoring this "UVIndex" in the .fbx file, since I've never drawn any model that uses this UVIndex I really have no clue on what to do with it. This is the json file containing the model's data: http://pastebin.com/raw.php?i=G294TVmz

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  • Is OpenGL 1.x deprecated?

    - by QuasarDonkey
    I'm familiar with OpenGL 1.x. I typically use SDL with OpenGL 1.4 on Linux, and I've never run into problems, even on my modern system. I've read on the OpenGL site about deprecation and compatibility contexts, but I'm still unclear as to whether it's safe to continue to use old versions of OpenGL, as opposed to using old features in newer versions. When functionality is marked deprecated ... future versions of OpenGL may remove it. Does deprecation simply imply that those functions can't be used alongside newer features? More specifically, are there any systems today (other than embedded) where OpenGL 1.x isn't available? The old-skool stuff like, glBegin, glEnd, glDrawPixels, etc. Note: I'm not a professional games developer, so you'll have to excuse my ignorance. I'm working on a mostly 2D game that I would like to keep multi-platform, supporting at least Linux, Mac, and Windows.

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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