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  • opengl, Black lines in-between tiles

    - by MiJyn
    When its translated in an integral value (1,2,3, etc....), there are no black lines in-between the tiles, it looks fine. But when it's translated to a non-integral (1.1, 1.5, 1.67), there are small blackish lines between each tile (I'm imagining that it's due to subpixel rendering, right?) ... and it doesn't look pretty =P So... what should I do? This is my image-loading code, by the way: bool Image::load_opengl() { this->id = 0; glGenTextures(1, &this->id); this->bind(); // Parameters... TODO: Should we change this? glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, this->size.x, this->size.y, 0, GL_BGRA, GL_UNSIGNED_BYTE, (void*) FreeImage_GetBits(this->data)); this->unbind(); return true; } I've also tried using: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); and: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Here is my image drawing code: void Image::draw(Pos pos, CROP crop, SCALE scale) { if (!this->loaded || this->id == 0) { return; } // Start position & size Pos s_p; Pos s_s; // End size Pos e_s; if (crop.active) { s_p = crop.pos / this->size; s_s = crop.size / this->size; //debug("%f %f", s_s.x, s_s.y); s_s = s_s + s_p; s_s.clamp(1); //debug("%f %f", s_s.x, s_s.y); } else { s_s = 1; } if (scale.active) { e_s = scale.size; } else if (crop.active) { e_s = crop.size; } else { e_s = this->size; } // FIXME: Is this okay? s_p.y = 1 - s_p.y; s_s.y = 1 - s_s.y; // TODO: Make this use VAO/VBO's!! glPushMatrix(); glTranslate(pos.x, pos.y, 0); this->bind(); glBegin(GL_QUADS); glTexCoord2(s_p.x, s_p.y); glVertex2(0, 0); glTexCoord2(s_s.x, s_p.y); glVertex2(e_s.x, 0); glTexCoord2(s_s.x, s_s.y); glVertex2(e_s.x, e_s.y); glTexCoord2(s_p.x, s_s.y); glVertex2(0, e_s.y); glEnd(); this->unbind(); glPopMatrix(); } OpenGL Initialization code: void game__gl_init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, config.window.size.x, config.window.size.y, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } Screenshots of the issue:

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  • OpenGL polygons stuck at top left?

    - by user146780
    I'm using theallegro library and through it OpenGL. I enable depth testing, then upon resize I do: glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(0,event.display.width,event.display.height,0,1,300); Then my drawing looks like: float BOX_SIZE = 200.0f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glRotatef(0.5, 0, 0.0f, 1.0f); glBegin(GL_QUADS); //Top face glColor3f(1.0f, 1.0f, 0.0f); glNormal3f(0.0, 1.0f, 0.0f); glVertex3f(500 + -BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(500 + -BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(500 + BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(500 + BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); //Bottom face glColor3f(1.0f, 0.0f, 1.0f); glNormal3f(0.0, -1.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); //Left face glNormal3f(-1.0, 0.0f, 0.0f); glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); //Right face glNormal3f(1.0, 0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glEnd(); glEnable(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); //Front face glNormal3f(0.0, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glTexCoord2f(1.0f, 0.0f); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glTexCoord2f(1.0f, 1.0f); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glTexCoord2f(0.0f, 1.0f); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); //Back face glNormal3f(0.0, 0.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glTexCoord2f(1.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glTexCoord2f(1.0f, 1.0f); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glTexCoord2f(0.0f, 1.0f); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glEnd(); glDisable(GL_TEXTURE_2D); //code goes here al_flip_display(); for some reason the cube no matter how I translate it seems to extend from 0,0 and theres always a vertex at 0,0. What have I done wrong? Thanks

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  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

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  • Lighting and OpenGL ES

    - by FX
    Hi all, I'm working on getting a simple lighting right on my OpenGL ES iPhone scene. I'm displaying a simple object centered on the origin, and using an arcball to rotate it by touching the screen. All this works nicely, except I try to add one fixed light (fixed w.r.t. eye position) and it is badly screwed: the whole object (an icosahedron in this example) is lit uniformly, i.e. it all appears in the same color. I have simplified my code as much as possible so it's standalone and still reproduces what I experience: glClearColor (0.25, 0.25, 0.25, 1.); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_DEPTH_TEST); glEnable(GL_LIGHTING); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrthof(-1, 1, -(float)backingWidth/backingHeight, (float)backingWidth/backingHeight, -10, 10); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f }; GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat position[] = { -1.5f, 1.0f, -400.0f, 0.0f }; glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight); glLightfv(GL_LIGHT0, GL_POSITION, position); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); float currRot[4]; [arcball getCurrentRotation:currRot]; glRotatef (currRot[0], currRot[1], currRot[2], currRot[3]); float f[4]; f[0] = 0.5; f[1] = 0; f[2] = 0; f[3] = 1; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, f); glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, f); f[0] = 0.2; f[1] = 0.2; f[2] = 0.2; f[3] = 1; glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, f); glEnableClientState (GL_VERTEX_ARRAY); drawSphere(0, 0, 0, 1); where the drawSphere function actually draws an icosahedron: static void drawSphere (float x, float y, float z, float rad) { glPushMatrix (); glTranslatef (x, y, z); glScalef (rad, rad, rad); // Icosahedron const float vertices[] = { 0., 0., -1., 0., 0., 1., -0.894427, 0., -0.447214, 0.894427, 0., 0.447214, 0.723607, -0.525731, -0.447214, 0.723607, 0.525731, -0.447214, -0.723607, -0.525731, 0.447214, -0.723607, 0.525731, 0.447214, -0.276393, -0.850651, -0.447214, -0.276393, 0.850651, -0.447214, 0.276393, -0.850651, 0.447214, 0.276393, 0.850651, 0.447214 }; const GLubyte indices[] = { 1, 11, 7, 1, 7, 6, 1, 6, 10, 1, 10, 3, 1, 3, 11, 4, 8, 0, 5, 4, 0, 9, 5, 0, 2, 9, 0, 8, 2, 0, 11, 9, 7, 7, 2, 6, 6, 8, 10, 10, 4, 3, 3, 5, 11, 4, 10, 8, 5, 3, 4, 9, 11, 5, 2, 7, 9, 8, 6, 2 }; glVertexPointer (3, GL_FLOAT, 0, vertices); glDrawElements (GL_TRIANGLES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_BYTE, indices); glPopMatrix (); } A movie of what I see as the result is here. Thanks to anyone who can shed some light into this (no kidding!). I'm sure it will look embarassingly trivial to someone, but I swear I have looked at many lighting tutorials before this and am stuck.

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  • opengl - Rendering multiple cubes

    - by opiop65
    I have this code (Doesn't work at all) static void initGl() { glViewport(0, 0, Display.getWidth(), Display.getHeight()); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluPerspective(45.0f, Display.getWidth() / Display.getHeight(), 1.0f, 1000.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } public static void renderGL() { glViewport(0, 0, Display.getWidth(), Display.getHeight()); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -60.0f); drawCube(); } public static void drawCube() { for (int x = 0; x < 100; x++) { for (int y = 0; y < 100; y++) { for (int z = 0; z < 100; z++) { glBegin(GL_QUADS); glColor3f(1, 0, 0); glVertex3f(-x, -y, z); glVertex3f(x, -y, z); glVertex3f(x, y, z); glVertex3f(-x, y, z); glColor3f(1, 0, 1); glVertex3f(x, -y, -z); glVertex3f(-x, -y, -z); glVertex3f(-x, y, -z); glVertex3f(x, y, -z); glColor3f(1, 1, 1); glVertex3f(-x, y, z); glVertex3f(x, y, z); glVertex3f(x, y, -z); glVertex3f(-x, y, -z); glColor3f(0, 0, 1); glVertex3f(x, -y, z); glVertex3f(-x, -y, z); glVertex3f(-x, -y, -z); glVertex3f(x, -y, -z); glColor3f(1, 1, 0); glVertex3f(x, -y, z); glVertex3f(x, -y, -z); glVertex3f(x, y, -z); glVertex3f(x, y, z); glColor3f(0, 2, 1); glVertex3f(-x, -y, -z); glVertex3f(-x, -y, z); glVertex3f(-x, y, z); glVertex3f(-x, y, -z); glEnd(); } } } All it does it freeze up the program and eventually it will render the red side of the cube. This obviously has to do with gltranslatef, but I don't know why that isn't working. My question is, how do I render multiple cubes at once? Are there any tutorials out there on voxel engines? Sorry for the horrible code, I realize I probably need a array to do this. I'm quite new at opengl.

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  • gluCylinder() how works OpenGL

    - by amin__
    I wanted to build a cricket ground with OpenGL. I made several polygons to indicate field, pitch and bowling lines. But the problem is when I am trying to use gluCylinder to make stumps I made depth glEnable(GL_DEPTH_TEST), but my polygons are then not working. I just want to know how Can I use gluCylinder to make stumps with those polygons I have made. I have following code, but want to add stumps here but I cant, #include <GL/gl.h> #include <GL/glut.h> static double deg=0.0; void display(void) { glClear (GL_COLOR_BUFFER_BIT); glRotatef(deg, 0.0, 0.0, 1.0); // Rotate by deg // field glColor3f (0.0, 0.5, 0.0); glBegin(GL_POLYGON); glVertex3f (0, 0, 0.0); glVertex3f (1, 0, 0.0); glVertex3f (1, 0.75, 0.0); glVertex3f (0.8, 0.82, 0.0); glVertex3f (0.6, 0.85, 0.0); glVertex3f (0.4, 0.85, 0.0); glVertex3f (0.2, 0.82, 0.0); glVertex3f (0.0, 0.75, 0.0); glEnd(); // pitch glColor3f (0.25, 0.30, 0.0); glBegin(GL_POLYGON); glVertex3f(0.5,0.65,0.0); glVertex3f(0.47,0.35,0.0); glVertex3f(0.60,0.35,0.0); glVertex3f(0.57,0.65,0.0); glEnd(); //ump line glColor3f (1.0, 1.0, 1.0); glBegin(GL_POLYGON); glVertex3f(0.49,0.63,0.0); glVertex3f(0.49,0.6315,0.0); glVertex3f(0.58,0.6315,0.0); glVertex3f(0.58,0.63,0.0); glEnd(); //bat line glColor3f (1.0, 1.0, 1.0); glBegin(GL_POLYGON); glVertex3f(0.46,0.40,0.0); glVertex3f(0.46,0.4025,0.0); glVertex3f(0.61,0.4025,0.0); glVertex3f(0.61,0.40,0.0); glEnd(); glFlush (); } void init (void) { glClearColor (0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 27: // "esc" on keyboard exit(0); break; case 97: // "a" on keyboard deg = deg+5.0; glutPostRedisplay(); break; case 100: deg = deg-5.0; glutPostRedisplay(); break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); glutInitWindowSize (600, 600); glutInitWindowPosition (100, 100); glutCreateWindow ("hello"); init (); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • SDL+OpenGL app: blank screen

    - by Lococo
    I spent the last three days trying to create a small app using SDL + OpenGL. The app itself runs fine -- except it never outputs any graphics; just a black screen. I've condensed it down to a minimal C file, and I'm hoping someone can give me some guidance. I'm running out of ideas. I'm using Windows Vista, MinGW & MSYS. Thanks in advance for any advice! #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glEnable(GL_DEPTH_TEST); // enable depth testing glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // clear to black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color/depth buffer glLoadIdentity(); // reset modelview matrix glColor3b(255, 0, 0); // red glLineWidth(3.0); // line width=3 glRecti(10, 10, sx-10, sy-10); // draw rectangle glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface* surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_HWSURFACE|SDL_DOUBLEBUF))) return 0; glViewport(0, 0, sx, sy); // reset the viewport to new dimensions glMatrixMode(GL_PROJECTION); // set projection matrix to be current glLoadIdentity(); // reset projection matrix glOrtho(0, sx, sy, 0, -1.0, 1.0); // create ortho view glMatrixMode(GL_MODELVIEW); // set modelview matrix glLoadIdentity(); // reset modelview matrix for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); exit(0); } UPDATE: I have a version that works, but it changes orthographic to perspective. I'm not sure why this works and the other doesn't, but for future reference, here's a version that works: #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // set location in front of camera glTranslated(0, 0, -10); glBegin(GL_QUADS); // draw a square glColor3d(1, 0, 0); glVertex3d(-2, 2, 0); glVertex3d( 2, 2, 0); glVertex3d( 2, -2, 0); glVertex3d(-2, -2, 0); glEnd(); glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface *surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_OPENGL))) return 0; glViewport(0, 0, sx, sy); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (float)sx / (float)sy, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glClearColor(0, 0, 0, 1); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); return 0; }

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  • OpenGL true coordinates and glutTimerFunc() problem C++

    - by Meko
    HI I am starting to learn openGl for C++.but at stating point I stucked. I have 2 question that is the coordinates for drawing some objects? I mean where is X, Y and Z? Second one I am making tutorial from some sites. and I am trying to animate my triangle.In tutorial it works but on my computer not.I Also downloaded source codes but It doesnt move. Here sample codes. I thougt that problem is glutTimerFunc(). #include #include #ifdef APPLE #include #include #else #include #endif using namespace std; //Called when a key is pressed void handleKeypress(unsigned char key, int x, int y) { switch (key) { case 27: //Escape key exit(0); } } //Initializes 3D rendering void initRendering() { glEnable(GL_DEPTH_TEST); } //Called when the window is resized void handleResize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0); } float _angle = 30.0f; float _cameraAngle = 0.0f; //Draws the 3D scene void drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective glLoadIdentity(); //Reset the drawing perspective glRotatef(-_cameraAngle, 0.0f, 1.0f, 0.0f); //Rotate the camera glTranslatef(0.0f, 0.0f, -5.0f); //Move forward 5 units glPushMatrix(); //Save the transformations performed thus far glTranslatef(0.0f, -1.0f, 0.0f); //Move to the center of the trapezoid glRotatef(_angle, 0.0f, 0.0f, 1.0f); //Rotate about the z-axis glBegin(GL_QUADS); //Trapezoid glVertex3f(-0.7f, -0.5f, 0.0f); glVertex3f(0.7f, -0.5f, 0.0f); glVertex3f(0.4f, 0.5f, 0.0f); glVertex3f(-0.4f, 0.5f, 0.0f); glEnd(); glPopMatrix(); //Undo the move to the center of the trapezoid glPushMatrix(); //Save the current state of transformations glTranslatef(1.0f, 1.0f, 0.0f); //Move to the center of the pentagon glRotatef(_angle, 0.0f, 1.0f, 0.0f); //Rotate about the y-axis glScalef(0.7f, 0.7f, 0.7f); //Scale by 0.7 in the x, y, and z directions glBegin(GL_TRIANGLES); //Pentagon glVertex3f(-0.5f, -0.5f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glVertex3f(-0.5f, 0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glVertex3f(0.5f, 0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, 0.0f); glVertex3f(0.5f, 0.0f, 0.0f); glVertex3f(0.0f, 0.5f, 0.0f); glEnd(); glPopMatrix(); //Undo the move to the center of the pentagon glPushMatrix(); //Save the current state of transformations glTranslatef(-1.0f, 1.0f, 0.0f); //Move to the center of the triangle glRotatef(_angle, 1.0f, 2.0f, 3.0f); //Rotate about the the vector (1, 2, 3) glBegin(GL_TRIANGLES); //Triangle glVertex3f(0.5f, -0.5f, 0.0f); glVertex3f(0.0f, 0.5f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.0f); glEnd(); glPopMatrix(); //Undo the move to the center of the triangle glutSwapBuffers(); } void update(int value) { _angle += 2.0f; if (_angle 360) { _angle -= 260; } glutPostRedisplay(); //Tell GLUT that the display has changed //Tell GLUT to call update again in 25 milliseconds glutTimerFunc(25, update, 0); } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400, 400); //Create the window glutCreateWindow("Transformations and Timers - videotutorialsrock.com"); initRendering(); //Set handler functions glutDisplayFunc(drawScene); glutKeyboardFunc(handleKeypress); glutReshapeFunc(handleResize); glutTimerFunc(24, update, 0); //Add a timer glutMainLoop(); return 0; }

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  • Inverse Kinematics with OpenGL/Eigen3 : unstable jacobian pseudoinverse

    - by SigTerm
    I'm trying to implement simple inverse kinematics test using OpenGL, Eigen3 and "jacobian pseudoinverse" method. The system works fine using "jacobian transpose" algorithm, however, as soon as I attempt to use "pseudoinverse", joints become unstable and start jerking around (eventually they freeze completely - unless I use "jacobian transpose" fallback computation). I've investigated the issue and turns out that in some cases jacobian.inverse()*jacobian has zero determinant and cannot be inverted. However, I've seen other demos on the internet (youtube) that claim to use same method and they do not seem to have this problem. So I'm uncertain where is the cause of the issue. Code is attached below: *.h: struct Ik{ float targetAngle; float ikLength; VectorXf angles; Vector3f root, target; Vector3f jointPos(int ikIndex); size_t size() const; Vector3f getEndPos(int index, const VectorXf& vec); void resize(size_t size); void update(float t); void render(); Ik(): targetAngle(0), ikLength(10){ } }; *.cpp: size_t Ik::size() const{ return angles.rows(); } Vector3f Ik::getEndPos(int index, const VectorXf& vec){ Vector3f pos(0, 0, 0); while(true){ Eigen::Affine3f t; float radAngle = pi*vec[index]/180.0f; t = Eigen::AngleAxisf(radAngle, Vector3f(-1, 0, 0)) * Eigen::Translation3f(Vector3f(0, 0, ikLength)); pos = t * pos; if (index == 0) break; index--; } return pos; } void Ik::resize(size_t size){ angles.resize(size); angles.setZero(); } void drawMarker(Vector3f p){ glBegin(GL_LINES); glVertex3f(p[0]-1, p[1], p[2]); glVertex3f(p[0]+1, p[1], p[2]); glVertex3f(p[0], p[1]-1, p[2]); glVertex3f(p[0], p[1]+1, p[2]); glVertex3f(p[0], p[1], p[2]-1); glVertex3f(p[0], p[1], p[2]+1); glEnd(); } void drawIkArm(float length){ glBegin(GL_LINES); float f = 0.25f; glVertex3f(0, 0, length); glVertex3f(-f, -f, 0); glVertex3f(0, 0, length); glVertex3f(f, -f, 0); glVertex3f(0, 0, length); glVertex3f(f, f, 0); glVertex3f(0, 0, length); glVertex3f(-f, f, 0); glEnd(); glBegin(GL_LINE_LOOP); glVertex3f(f, f, 0); glVertex3f(-f, f, 0); glVertex3f(-f, -f, 0); glVertex3f(f, -f, 0); glEnd(); } void Ik::update(float t){ targetAngle += t * pi*2.0f/10.0f; while (t > pi*2.0f) t -= pi*2.0f; target << 0, 8 + 3*sinf(targetAngle), cosf(targetAngle)*4.0f+5.0f; Vector3f tmpTarget = target; Vector3f targetDiff = tmpTarget - root; float l = targetDiff.norm(); float maxLen = ikLength*(float)angles.size() - 0.01f; if (l > maxLen){ targetDiff *= maxLen/l; l = targetDiff.norm(); tmpTarget = root + targetDiff; } Vector3f endPos = getEndPos(size()-1, angles); Vector3f diff = tmpTarget - endPos; float maxAngle = 360.0f/(float)angles.size(); for(int loop = 0; loop < 1; loop++){ MatrixXf jacobian(diff.rows(), angles.rows()); jacobian.setZero(); float step = 1.0f; for (int i = 0; i < angles.size(); i++){ Vector3f curRoot = root; if (i) curRoot = getEndPos(i-1, angles); Vector3f axis(1, 0, 0); Vector3f n = endPos - curRoot; float l = n.norm(); if (l) n /= l; n = n.cross(axis); if (l) n *= l*step*pi/180.0f; //std::cout << n << "\n"; for (int j = 0; j < 3; j++) jacobian(j, i) = n[j]; } std::cout << jacobian << std::endl; MatrixXf jjt = jacobian.transpose()*jacobian; //std::cout << jjt << std::endl; float d = jjt.determinant(); MatrixXf invJ; float scale = 0.1f; if (!d /*|| true*/){ invJ = jacobian.transpose(); scale = 5.0f; std::cout << "fallback to jacobian transpose!\n"; } else{ invJ = jjt.inverse()*jacobian.transpose(); std::cout << "jacobian pseudo-inverse!\n"; } //std::cout << invJ << std::endl; VectorXf add = invJ*diff*step*scale; //std::cout << add << std::endl; float maxSpeed = 15.0f; for (int i = 0; i < add.size(); i++){ float& cur = add[i]; cur = std::max(-maxSpeed, std::min(maxSpeed, cur)); } angles += add; for (int i = 0; i < angles.size(); i++){ float& cur = angles[i]; if (i) cur = std::max(-maxAngle, std::min(maxAngle, cur)); } } } void Ik::render(){ glPushMatrix(); glTranslatef(root[0], root[1], root[2]); for (int i = 0; i < angles.size(); i++){ glRotatef(angles[i], -1, 0, 0); drawIkArm(ikLength); glTranslatef(0, 0, ikLength); } glPopMatrix(); drawMarker(target); for (int i = 0; i < angles.size(); i++) drawMarker(getEndPos(i, angles)); } Any help will be appreciated.

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  • How do I implement AABB ray cast hit checking for opengl es on the iPhone

    - by Big Fizzy
    Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched. I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5. Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d. // // GLViewController.h // NeHe Lesson 05 // // Created by Jeff LaMarche on 12/12/08. // Copyright Jeff LaMarche Consulting 2008. All rights reserved. // #import "GLViewController.h" #import "GLView.h" @implementation GLViewController - (void)drawBox { static const GLfloat cubeVertices[] = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f }; static const GLubyte cubeNumberOfIndices = 36; const GLubyte cubeVertexFaces[] = { 0, 1, 5, // Half of top face 0, 5, 4, // Other half of top face 4, 6, 5, // Half of front face 4, 6, 7, // Other half of front face 0, 1, 2, // Half of back face 0, 3, 2, // Other half of back face 1, 2, 5, // Half of right face 2, 5, 6, // Other half of right face 0, 3, 4, // Half of left face 7, 4, 3, // Other half of left face 3, 6, 2, // Half of bottom face 6, 7, 3, // Other half of bottom face }; const GLubyte cubeFaceColors[] = { 0, 255, 0, 255, 255, 125, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeVertices); int colorIndex = 0; for(int i = 0; i < cubeNumberOfIndices; i += 3) { glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]); int face = (i / 3.0); if (face%2 != 0.0) colorIndex+=4; glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]); } glDisableClientState(GL_VERTEX_ARRAY); } //move this to a data model later! - (GLfixed)floatToFixed:(GLfloat)aValue; { return (GLfixed) (aValue * 65536.0f); } - (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view; { glMatrixMode(GL_MODELVIEW); GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0, -25149, 26775,-54274, 0, -40303, 36435, 36650, 0, 0, 0, 0, 65536 }; /* GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65536 }; */ //glLoadIdentity(); //glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f); // Reset rotation system if (isFirstDrawing) { //glLoadIdentity(); glMultMatrixx(currentModelViewMatrix); [self configureLighting]; isFirstDrawing = NO; } // Scale the view to fit current multitouch scaling GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor]; glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor); // Perform incremental rotation based on current angles in X and Y glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation); glRotatex([self floatToFixed:totalRotation], (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8]) ); // Translate the model by the accumulated amount glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f)); xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor); yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor); // Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f); // Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f); // Black background, with depth buffer enabled glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [self drawBox]; } - (void)configureLighting; { const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535}; const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed matAmbient[] = {65535, 65535, 65535, 65535}; const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed lightPosition[] = {30535, -30535, 0, 0}; const GLfixed lightShininess = 20; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 60.0; GLfloat size; glMatrixMode(GL_PROJECTION); glEnable(GL_DEPTH_TEST); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glScissor(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, 0.0f, -6.0f); isFirstDrawing = YES; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end

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  • Opengl problem with texture in model from obj

    - by subSeven
    Hello! I writing small program in OpenGL, and I have problem ( textures are skew, and I dont know why, this model work in another obj viewer) What I have: http://img696.imageshack.us/i/obrazo.png/ What I want http://img88.imageshack.us/i/obraz2d.jpg/ This code where I load texture: bool success; ILuint texId; GLuint image; ilGenImages(1, &texId); ilBindImage(texId); success = ilLoadImage((WCHAR*)fileName.c_str()); if(success) { success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); if(!success) { return false; } } else { return false; } glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); ilDeleteImages(1, &texId); Code to load obj: triangles.clear(); std::ifstream in; std::string cmd; in.open (fileName.c_str()); if (in.is_open()) { while(!in.eof()) { in>>cmd; if(cmd=="v") { Vector3d vector; in>>vector.x; in>>vector.y; in>>vector.z; points.push_back(vector); } if(cmd=="vt") { Vector2d texcord; in>>texcord.x; in>>texcord.y; texcords.push_back(texcord); } if(cmd=="vn") { Vector3d normal; in>>normal.x; in>>normal.y; in>>normal.z; normals.push_back(normal); } if(cmd=="f") { Triangle triangle; std::string str; std::string str1,str2,str3; std::string delimeter("/"); int pos; int n; std::stringstream ss (std::stringstream::in | std::stringstream::out); in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.a= n-1; ss.clear(); ss<<str3; ss>>n; triangle.an =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.atc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.b= n-1; ss.clear(); ss<<str3; ss>>n; triangle.bn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.btc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.c= n-1; ss.clear(); ss<<str3; ss>>n; triangle.cn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.ctc = n-1; triangles.push_back(triangle); } cmd = ""; } in.close(); return true; } return false; Code to draw model: glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D,image); glBegin(GL_TRIANGLES); for(int i=0;i<triangles.size();i++) { glTexCoord2f(texcords[triangles[i].ctc].x, texcords[triangles[i].ctc].y); glNormal3f(normals[triangles[i].cn].x, normals[triangles[i].cn].y, normals[triangles[i].cn].z); glVertex3f( points[triangles[i].c].x, points[triangles[i].c].y, points[triangles[i].c].z); glTexCoord2f(texcords[triangles[i].btc].x, texcords[triangles[i].btc].y); glNormal3f(normals[triangles[i].bn].x, normals[triangles[i].bn].y, normals[triangles[i].bn].z); glVertex3f( points[triangles[i].b].x, points[triangles[i].b].y, points[triangles[i].b].z); glTexCoord2f(texcords[triangles[i].atc].x, texcords[triangles[i].atc].y); glNormal3f(normals[triangles[i].an].x, normals[triangles[i].an].y, normals[triangles[i].an].z); glVertex3f( points[triangles[i].a].x, points[triangles[i].a].y, points[triangles[i].a].z); } glEnd(); glDisable(GL_TEXTURE_2D); Mayby someone find mistake in this

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  • Quartz 2D or OpenGL ES? Pros and cons in the long term, possibility of migration to other platforms.

    - by fspirit
    Hi all! I'm having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 objects, 10-20 simultaneous animations on the screen). So far, assuming i'm equally dumb in both technologies and have to learn them from the ground, i came to this list. (I've read several topics here, on SO, with names like "Quartz or OpenGL", but i'm still left with some questions) Quartz: Better time-to-market, because of ready to use absractions like UIView, UIImageView, CoreAnimation abstractions Open GL ES Closer to hardware, thus, performance is better. App, implemented with OpenGL ES can be easier migrated to Android, MeeGo, Windows Phone, etc. My questions are: How time will it take to rewrite Quartz 2d app to use OpenGL? Lets say it took me 2 man-month to write Quartz app, how much time will i need to rewrite it? (Please, just some subjective opinions, i'll try to summarize them somehow) Regarding the ease of migration to other platforms, when using OpenGL, is it really so? Or efforts when migrating Quartz app from iPhoneOS to Android will be not so much bigger, compared to OpenGL app migration? (Ease of migration is quite important criterion) Regarding OpenGL, should i go with OpenGL 1.1 or 2.0, concerning migration? (Android supports 2.0 through NDK, but dont know whether NDK's use will increase or decrease migration efforts)

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  • OpenGL-ES: Change (multiply) color when using color arrays?

    - by arberg
    Following the ideas in OpenGL ES iPhone - drawing anti aliased lines, I am trying to draw stroked anti-aliased lines and I am successful so far. After line is draw by the finger, I wish to fade the path, that is I need to change the opacity (color) of the entire path. I have computed a large array of vertex positions, vertex colors, texture coordinates, and indices and then I give these to opengl but I would like reduce the opacity of all the drawn triangles without having to change each of the color coordinates. Normally I would use glColor4f(r,g,b,a) before calling drawElements, but it has no effect due to the color array. I am working on Android, but I believe it shouldn't make the big difference, as long as it is OpenGL-ES 1.1 (or 1.0). I have the following code : gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); // Should set rgb to greyish, and alpha to half-transparent, the greyish is // just there to make the question more general its the alpha i'm interested in gl.glColor4f(.75f, .75f, .75f, 0.5f); gl.glVertexPointer(mVertexSize, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex)); If I disable the color array gl.glEnableClientState(GL10.GL_COLOR_ARRAY);, then the glColor4f works, if I enable the color array it does nothing. Is there any way in OpenGl-ES to change the coloring without changing all the color coordinates? I think that in OpenGl one might use a fragment shader, but it seems OpenGL does not have a fragment shader (not that I know how to use one).

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • glGetActiveAttrib on Android NDK

    - by user408952
    In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with some added debug info since it's not really working): int shaders[] = { m_ps, m_vs }; if(linkProgram(shaders, 2)) { ASSERT(glIsProgram(m_program) == GL_TRUE, "program is invalid"); int attrCount = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &attrCount)); int maxAttrLength = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttrLength)); LOG_INFO("shader", "got %d attributes for '%s' (%d) (maxlen: %d)", attrCount, name, m_program, maxAttrLength); m_attrs.reserve(attrCount); GLsizei attrLength = -1; GLint attrSize = -1; GLenum attrType = 0; char tmp[256]; for(int i = 0; i < attrCount; i++) { tmp[0] = 0; GL_CHECKED(glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)); LOG_INFO("shader", "%d: %d %d '%s'", i, attrLength, attrSize, tmp); m_attrs.append(String(tmp, attrLength)); } } GL_CHECKED is a macro that calls the function and calls glGetError() to see if something went wrong. This code works perfectly on Windows 7 using ANGLE and gives this this output: info:shader: got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) info:shader: 0: 7 1 'a_Color' info:shader: 1: 10 1 'a_Position' But on my Nexus 7 (1st gen) I get the following (the errors are the output from the GL_CHECKED macro): I/testgame:shader(30865): got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 0: -1 -1 '' E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 1: -1 -1 '' I.e. the call to glGetActiveAttrib gives me an INVALID_VALUE. The opengl docs says this about the possible errors: GL_INVALID_VALUE is generated if program is not a value generated by OpenGL. This is not the case, I added an ASSERT to make sure glIsProgram(m_program) == GL_TRUE, and it doesn't trigger. GL_INVALID_OPERATION is generated if program is not a program object. Different error. GL_INVALID_VALUE is generated if index is greater than or equal to the number of active attribute variables in program. i is 0 and 1, and the number of active attribute variables are 2, so this isn't the case. GL_INVALID_VALUE is generated if bufSize is less than 0. Well, it's not zero, it's 256. Does anyone have an idea what's causing this? Am I just lucky that it works in ANGLE, or is the nvidia tegra driver wrong?

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  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

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  • Wrapping/warping a CALayer/UIView (or OpenGL) in 3D (iPhone)

    - by jbrennan
    I've got a UIView (and thus a CALayer) which I'm trying to warp or bend slightly in 3D space. That is, imagine my UIView is a flat label which I want to partially wrap around a beer bottle (not 360 degrees around, just on one "side"). I figured this would be possible by applying a transform to the view's layer, but as far as I can tell, this transform is limited to rotation, scale and translation of the layer uniformly. I could be wrong here, as my linear algebra is foggy at this point, to say the least. How can I achieve this?

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  • Set the Image brightness and contrast using OpenGL ES.

    - by Viral
    hi friends, I want to set Image Brightness and contras of images that are in my photo library, I got the code from http://developer.apple.com/iphone/library/samplecode/GLImageProcessing/Introduction/Intro.html, but that will work on the EAGL layer i.e. all the effects are provided on image that is put initially not on the image that are selected from the photo library ,as this function will work on the view(EAGLview) and not on the image view. so how to change the brightness and contras of any images that are selected from the photo library?? if any one know this please let me know.. regards viral.

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  • Loading PNG textures to OpenGL

    - by Tamir
    Hello, I'm working on a game, and all of my graphics use magenta as transparent/magic color. They are all 32-bit and the magenta is just for conveniency. Anyway, I would appreciate if someone could advice me what library should I use to load my images (I need to load them in GL_RGBA format, both internal and texture specific).

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  • Smoothing touch-based animation in iPhone OpenGL?

    - by quixoto
    I know this is vague, but looking for general tips/help on this, as it's not an area of significant expertise for me. I have some iPhone code that's basically an EAGL view handling a single touch. The app draws (using GL) a circle via triangle fan at the touch point, and moves it when the user moves the touch point, and re-renders the view then. When dragging a finger slowly, the circle keeps up and consistent with the finger as it moves. If I scribble my finger quickly back and forth across the screen, the rendering doesn't keep up with the touch motion, so you see an optical illusion of "multiple" discrete circles on the screen "at once". (Normal persistence of vision illusion). This optical illusion is jarring. How can I make this look more natural? Can I blur the motion of the circle somehow? Is this result the evidence of some bad frame rate issue? I see this artifact even when nothing else is being rendered, so I think this might just be as fast as we can go. Any hints or suggestions? Much appreciated. Thanks.

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  • Lighning effect in opengl es

    - by sad_panda
    Is there a way to create a lightning effect on the iPhone?(like this app) Right now I have modified the glpaint sample to draw random points around a line and then connecting them, but the result is a zigzag line that constantly jumps around and lags horribly on the actual device.

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  • Parallax backgrounds in OpenGL ES on the iPhone

    - by Scott
    I've got basically a 2d game on the iPhone and I'm trying to set up multiple backgrounds that scroll at different speeds (known as parallax backgrounds). So my thought was to just stick the backgrounds BEHIND the foreground using different z-coordinate planes, and just make them bigger than the foreground (in size) to accommodate, so that the whole thing can be scrolled (just at a different speed). And (as far as I know) I basically implemented that. The only problem is that it seems to entirely ignore whatever z-value I give it, or rather it just zeroes all of them. I see the background (I've only tested ONE background so far, to keep it simple...so for now I just have a foreground and I want one background scrolling at a different speed), but it scrolls 1:1 with my foreground, so it obviously doesn't look right, and most of it is cut off (cause it's bigger). And I've tried various z-values for the background and various near/far clipping planes...it's always the same. I'm probably just doing one simple thing wrong, but I can't figure it out. I'm wondering if it has to do with me using only 2 coordinates in glVertexPointer for the foreground? (Of course for the background I AM passing in 3) I'll post some code: This is some initial setup: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //transparency glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); A little bit about my foreground's float array....it's interleaved. For my foreground it goes vertex x, vertex y, texture x, texture y, repeat. This all works just fine. This is my FOREGROUND rendering: glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), texes); <br> glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLvoid*)texes + 2*sizeof(GLfloat)); <br> glDrawArrays(GL_TRIANGLES, 0, indexCount / 4); BACKGROUND rendering: Same drill here except this time it goes vertex x, vertex y, vertex z, texture x, texture y, repeat. Note the z value this time. I did make sure the data in this array was correct while debugging (getting the right z values). And again, it shows up...it's just not going far back in the distance like it should. glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), b1Texes); glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), (GLvoid*)b1Texes + 3*sizeof(GLfloat)); glDrawArrays(GL_TRIANGLES, 0, b1IndexCount / 5); And to move my camera, I just do a simple glTranslatef(x, y, 0.0f); I'm not understanding what I'm doing wrong cause this seems like the most basic 3D function imaginable...things further away are smaller and don't move as fast when the camera moves. Not the case for me. Seems like it should be pretty basic and not even really be affected by my projection and all that (though I've even tried doing glFrustum just for fun, no success). Please help, I feel like it's just one dumb thing. I will post more code if necessary.

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  • OpenGL FrameBuffer Objects weird behavior

    - by Ben Jones
    My algorithm is this: Render the scene to a FBO with shadow mapping from multiple locations Render the scene to the screen with shadow mapping ...black magic that I still have to imlement... Combine the samples from step 1 with the image from step 2 I'm trying to debug steps 1 and 2 and am coming across STRANGE behavior. My algorithm for each shadow mapped pass is: render the scene to a FBO connected to a depth array texture from the POV of each light render the scene from the viewpoint and use vertex/frag shaders to compare the depths When I run my algorithm this way: render from point to FBO render from point to screen glutSwapBuffers() The normal vectors in the screen pass appear to be incorrect (inverted possibly). I'm pretty sure that's the issue because my diffuse lighting calculation is incorrect, but the material colors are correct, and the shadows appear in the correct places. So, it seems like the only thing that could be the culprit is the normals. However if I do render from point to FBO render from point to Screen glutSwapBuffers() //wrong here render from point to Screen glutSwapBuffers() the second pass is correct. I assume there's a problem with my framebuffer calls. Can anyone see what the problem is from the log below? Its from a bugle trace grepped for 'buffer' with a few edits to make it a little more clear. Thanks! [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfeb90 - { 1 }) [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfebac - { 2 }) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glDrawBuffer(GL_NONE) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) //start render to FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 2, 0) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 3, 0) [INFO] trace.call: glDrawBuffer(GL_COLOR_ATTACHMENT0) //bind to the FBO attached to a depth tex array for shadows [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the FBO I want the shadow mapped image rendered to [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //draw geometry //draw to screen pass //again shadow mapping FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the screen [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //finished, swap buffers [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //INCORRECT OUTPUT //second try at render to screen: [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) draw geometry [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //correct output

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  • OpenGL antialiasing not working

    - by user146780
    I'v been trying to anti alias with OGL. I found a code chunk that is supposed to do this but I see no antialiasing. I also reset my settings in Nvidia Control Panel but no luck. Does this code in fact antialias the cube? GLboolean polySmooth = GL_TRUE; static void init(void) { glCullFace (GL_BACK); glEnable (GL_CULL_FACE); glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); glClearColor (0.0, 0.0, 0.0, 0.0); } #define NFACE 6 #define NVERT 8 void drawCube(GLdouble x0, GLdouble x1, GLdouble y0, GLdouble y1, GLdouble z0, GLdouble z1) { static GLfloat v[8][3]; static GLfloat c[8][4] = { {0.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0}, {0.0, 1.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0}, {0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0}, {0.0, 1.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0} }; /* indices of front, top, left, bottom, right, back faces */ static GLubyte indices[NFACE][4] = { {4, 5, 6, 7}, {2, 3, 7, 6}, {0, 4, 7, 3}, {0, 1, 5, 4}, {1, 5, 6, 2}, {0, 3, 2, 1} }; v[0][0] = v[3][0] = v[4][0] = v[7][0] = x0; v[1][0] = v[2][0] = v[5][0] = v[6][0] = x1; v[0][1] = v[1][1] = v[4][1] = v[5][1] = y0; v[2][1] = v[3][1] = v[6][1] = v[7][1] = y1; v[0][2] = v[1][2] = v[2][2] = v[3][2] = z0; v[4][2] = v[5][2] = v[6][2] = v[7][2] = z1; #ifdef GL_VERSION_1_1 glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_COLOR_ARRAY); glVertexPointer (3, GL_FLOAT, 0, v); glColorPointer (4, GL_FLOAT, 0, c); glDrawElements(GL_QUADS, NFACE*4, GL_UNSIGNED_BYTE, indices); glDisableClientState (GL_VERTEX_ARRAY); glDisableClientState (GL_COLOR_ARRAY); #else printf ("If this is GL Version 1.0, "); printf ("vertex arrays are not supported.\n"); exit(1); #endif } /* Note: polygons must be drawn from front to back * for proper blending. */ void display(void) { if (polySmooth) { glClear (GL_COLOR_BUFFER_BIT); glEnable (GL_BLEND); glEnable (GL_POLYGON_SMOOTH); glDisable (GL_DEPTH_TEST); } else { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable (GL_BLEND); glDisable (GL_POLYGON_SMOOTH); glEnable (GL_DEPTH_TEST); } glPushMatrix (); glTranslatef (0.0, 0.0, -8.0); glRotatef (30.0, 1.0, 0.0, 0.0); glRotatef (60.0, 0.0, 1.0, 0.0); drawCube(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5); glPopMatrix (); glFlush (); } void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(30.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case `t': case `T': polySmooth = !polySmooth; glutPostRedisplay(); break; case 27: exit(0); /* Escape key */ break; default: break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_ALPHA | GLUT_DEPTH); glutInitWindowSize(200, 200); glutCreateWindow(argv[0]); init (); glutReshapeFunc (reshape); glutKeyboardFunc (keyboard); glutDisplayFunc (display); glutMainLoop(); return 0; } Thanks

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