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  • wglCreateContext in C# failing but not in managed C++

    - by SeeR
    I'm trying to use opengl in C#. I have following code which fails with error 2000 ERROR_INVALID_PIXEL_FORMAT First definitions: [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern IntPtr GetDC(IntPtr hWnd); [StructLayout(LayoutKind.Sequential)] public struct PIXELFORMATDESCRIPTOR { public void Init() { nSize = (ushort) Marshal.SizeOf(typeof (PIXELFORMATDESCRIPTOR)); nVersion = 1; dwFlags = PFD_FLAGS.PFD_DRAW_TO_WINDOW | PFD_FLAGS.PFD_SUPPORT_OPENGL | PFD_FLAGS.PFD_DOUBLEBUFFER | PFD_FLAGS.PFD_SUPPORT_COMPOSITION; iPixelType = PFD_PIXEL_TYPE.PFD_TYPE_RGBA; cColorBits = 24; cRedBits = cRedShift = cGreenBits = cGreenShift = cBlueBits = cBlueShift = 0; cAlphaBits = cAlphaShift = 0; cAccumBits = cAccumRedBits = cAccumGreenBits = cAccumBlueBits = cAccumAlphaBits = 0; cDepthBits = 32; cStencilBits = cAuxBuffers = 0; iLayerType = PFD_LAYER_TYPES.PFD_MAIN_PLANE; bReserved = 0; dwLayerMask = dwVisibleMask = dwDamageMask = 0; } ushort nSize; ushort nVersion; PFD_FLAGS dwFlags; PFD_PIXEL_TYPE iPixelType; byte cColorBits; byte cRedBits; byte cRedShift; byte cGreenBits; byte cGreenShift; byte cBlueBits; byte cBlueShift; byte cAlphaBits; byte cAlphaShift; byte cAccumBits; byte cAccumRedBits; byte cAccumGreenBits; byte cAccumBlueBits; byte cAccumAlphaBits; byte cDepthBits; byte cStencilBits; byte cAuxBuffers; PFD_LAYER_TYPES iLayerType; byte bReserved; uint dwLayerMask; uint dwVisibleMask; uint dwDamageMask; } [Flags] public enum PFD_FLAGS : uint { PFD_DOUBLEBUFFER = 0x00000001, PFD_STEREO = 0x00000002, PFD_DRAW_TO_WINDOW = 0x00000004, PFD_DRAW_TO_BITMAP = 0x00000008, PFD_SUPPORT_GDI = 0x00000010, PFD_SUPPORT_OPENGL = 0x00000020, PFD_GENERIC_FORMAT = 0x00000040, PFD_NEED_PALETTE = 0x00000080, PFD_NEED_SYSTEM_PALETTE = 0x00000100, PFD_SWAP_EXCHANGE = 0x00000200, PFD_SWAP_COPY = 0x00000400, PFD_SWAP_LAYER_BUFFERS = 0x00000800, PFD_GENERIC_ACCELERATED = 0x00001000, PFD_SUPPORT_DIRECTDRAW = 0x00002000, PFD_DIRECT3D_ACCELERATED = 0x00004000, PFD_SUPPORT_COMPOSITION = 0x00008000, PFD_DEPTH_DONTCARE = 0x20000000, PFD_DOUBLEBUFFER_DONTCARE = 0x40000000, PFD_STEREO_DONTCARE = 0x80000000 } public enum PFD_LAYER_TYPES : byte { PFD_MAIN_PLANE = 0, PFD_OVERLAY_PLANE = 1, PFD_UNDERLAY_PLANE = 255 } public enum PFD_PIXEL_TYPE : byte { PFD_TYPE_RGBA = 0, PFD_TYPE_COLORINDEX = 1 } [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern int ChoosePixelFormat(IntPtr hdc, [In] ref PIXELFORMATDESCRIPTOR ppfd); [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern bool SetPixelFormat(IntPtr hdc, int iPixelFormat, ref PIXELFORMATDESCRIPTOR ppfd); [DllImport("opengl32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern IntPtr wglCreateContext(IntPtr hDC); And now the code that fails: IntPtr dc = Win.GetDC(hwnd); var pixelformatdescriptor = new GL.PIXELFORMATDESCRIPTOR(); pixelformatdescriptor.Init(); var pixelFormat = GL.ChoosePixelFormat(dc, ref pixelformatdescriptor); if(!GL.SetPixelFormat(dc, pixelFormat, ref pixelformatdescriptor)) throw new Win32Exception(Marshal.GetLastWin32Error()); IntPtr hglrc; if((hglrc = GL.wglCreateContext(dc)) == IntPtr.Zero) throw new Win32Exception(Marshal.GetLastWin32Error()); //<----- here I have exception the same code in managed C++ is working HDC dc = GetDC(hWnd); PIXELFORMATDESCRIPTOR pf; pf.nSize = sizeof(PIXELFORMATDESCRIPTOR); pf.nVersion = 1; pf.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_SUPPORT_COMPOSITION; pf.cColorBits = 24; pf.cRedBits = pf.cRedShift = pf.cGreenBits = pf.cGreenShift = pf.cBlueBits = pf.cBlueShift = 0; pf.cAlphaBits = pf.cAlphaShift = 0; pf.cAccumBits = pf.cAccumRedBits = pf.cAccumGreenBits = pf.cAccumBlueBits = pf.cAccumAlphaBits = 0; pf.cDepthBits = 32; pf.cStencilBits = pf.cAuxBuffers = 0; pf.iLayerType = PFD_MAIN_PLANE; pf.bReserved = 0; pf.dwLayerMask = pf.dwVisibleMask = pf.dwDamageMask = 0; int ipf = ChoosePixelFormat(dc, &pf); SetPixelFormat(dc, ipf, &pf); HGLRC hglrc = wglCreateContext(dc); I've tried it on VIsta 64-bit with ATI graphic card and on Windows XP 32-bit with Nvidia with the same result in both cases. Also I want to mention that I don't want to use any already written framework for it. Can anyone show me where is the bug in C# code that is causing the exception?

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  • Unity 4.5 est disponible et apporte le support d'OpenGL ES 3, un rendu plus naturel de la physique 2D et des optimisations

    Unity 4.5 est disponible : les corrections et améliorations du moteur sont très nombreuses OpenGL ES 3.0, amélioration de la physique 2D, chargement de scène amélioré, amélioration du flux de travail sur les shaders... Alors que dernièrement nous avons découvert ce que Unity 5 sera, l'équipe de développement nous apporte la version 4.5 du moteur. Celle-ci corrige près de 450 bogues mais apporte aussi de nouvelles fonctionnalités au moteur : support d'OpenGL ES 3.0 pour iOS (à partir des périphérique...

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • Using glDrawElements does not draw my .obj file

    - by Hallik
    I am trying to correctly import an .OBJ file from 3ds Max. I got this working using glBegin() & glEnd() from a previous question on here, but had really poor performance obviously, so I am trying to use glDrawElements now. I am importing a chessboard, its game pieces, etc. The board, each game piece, and each square on the board is stored in a struct GroupObject. The way I store the data is like this: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; float tangent[4]; float bitangent[3]; }; struct Material { float ambient[4]; float diffuse[4]; float specular[4]; float shininess; // [0 = min shininess, 1 = max shininess] float alpha; // [0 = fully transparent, 1 = fully opaque] std::string name; std::string colorMapFilename; std::string bumpMapFilename; std::vector<int> indices; int id; }; //A chess piece or square struct GroupObject { std::vector<Material *> materials; std::string objectName; std::string groupName; int index; }; All vertices are triangles, so there are always 3 points. When I am looping through the faces f section in the obj file, I store the v0, v1, & v2 in the Material-indices. (I am doing v[0-2] - 1 to account for obj files being 1-based and my vectors being 0-based. So when I get to the render method, I am trying to loop through every object, which loops through every material attached to that object. I set the material information and try and use glDrawElements. However, the screen is black. I was able to draw the model just fine when I looped through each distinct material with all the indices associated with that material, and it drew the model fine. This time around, so I can use the stencil buffer for selecting GroupObjects, I changed up the loop, but the screen is black. Here is my render loop. The only thing I changed was the for loop(s) so they go through each object, and each material in the object in turn. void GLEngine::drawModel() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Vertex arrays setup glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal); glClientActiveTexture( GL_TEXTURE0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord); glUseProgram(blinnPhongShader); objects = model.getObjects(); // Loop through objects... for( int i=0 ; i < objects.size(); i++ ) { ModelOBJ::GroupObject *object = objects[i]; // Loop through materials used by object... for( int j=0 ; j<object->materials.size() ; j++ ) { ModelOBJ::Material *pMaterial = object->materials[j]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f); // Draw faces, letting OpenGL loop through them glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices ); } } if (model.hasNormals()) glDisableClientState(GL_NORMAL_ARRAY); if (model.hasTextureCoords()) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (model.hasPositions()) glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_BLEND); } I don't know what I am missing that's important. If it's also helpful, here is where I read a 'f' face line and store the info in the obj importer in the pMaterial-indices. else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn { fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]); fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]); v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1; v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1; v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1; currentMaterial->indices.push_back(v[0]); currentMaterial->indices.push_back(v[1]); currentMaterial->indices.push_back(v[2]); Again, this worked drawing it all together only separated by materials, so I haven't changed code anywhere else except added the indices to the materials within objects, and the loop in the draw method. Before everything was showing up black, now with the setup as above, I am getting an unhandled exception write violation on the glDrawElements line. I did a breakpoint there, and there are over 600 elements in the pMaterial-indices array, so it's not empty, it has indices to use. When I set the glDrawElements like this, it gives me the black screen but no errors glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices[0] ); I have also tried adding this when I loop through the faces on import if ( currentMaterial->startIndex == -1 ) currentMaterial->startIndex = v[0]; currentMaterial->triangleCount++; And when drawing... //in draw method glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

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  • OpenGL Diffuse Lighting Shader Bug?

    - by anon
    The Orange book, section 16.2, lists implementing diffuse lighting as: void main() { vec3 N = normalize(gl_NormalMatrix * gl_Normal); vec4 V = gl_ModelViewMatrix * gl_vertex; vec3 L = normalize(lightPos - V.xyz); gl_FrontColor = gl_Color * vec4(max(0.0, dot(N, L)); } However, when I run this, the lighting changes when I move my camera. On the other hand, when I change vec3 N = normalize(gl_NormalMatrix * gl_Normal); to vec3 N = normalize(gl_Normal); I get diffuse lighting that works like the fixed pipeline. What is this gl_NormalMatrix, what did removing it do, ... and is this a bug in the orange book ... or am I setting up my OpenGl code improperly?

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  • Write a serverside c++/openGL App, that is accessible via JavaScript

    - by moka
    Hi, I am currently having an idea where I want to save an image from a c++/openGL application on demand from a browser. So basically I would like to run the application itself on the server and have a simple communication layer like this: JS - tell application to do calculations (and maybe pass a string or some simple data) application - tell JS when finished and maybe send a link, text or something as simple as that. I don't really have alot of experience with webservers and as such don't know if that is possible at all (it's just my naive thinking). And note: I am not talking about a webGL application, I just want to have simple communication between a c++ serverside application, and the user. Any ideas how to do that? Thanks alot!

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  • iPhone OpenGL and NSTimer issues

    - by Kyle
    I have an NSTimer that runs at 60hz. With an OpenGL scene loaded and rendering, my game can get 60fps, solid, all day long.. Then if I go and recompile the app, or reload it, it will get 40fps. Same resources loaded. I've been running into this problem for years, and I just want to know why. It's crazy, and I want to know if I should just abandon this stupid Timer. Conditions are not different on my 3GS between loads. It will just get 40fps sometimes. Obviously the clockrate is not different between loads, so the performance figures should be constant given a constant scene. Here is a log of my framerates: A good load: :-) FrameRate: 61 FrameRate: 61 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 61 Now, I'll go ahead and do nothing, recompile, and run: FrameRate: 43 FrameRate: 50 FrameRate: 45 FrameRate: 48 FrameRate: 40 FrameRate: 45 FrameRate: 42 FrameRate: 41 FrameRate: 42 FrameRate: 44 FrameRate: 41 FrameRate: 46 ^- Massive difference visually. What the flying heck could cause this? SAME area of the scene, SAME camera setup. No variables are different.

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  • Frame Buffers wont work with pyglet.

    - by Matthew Mitchell
    I have this code: def setup_framebuffer(surface): #Create texture if not done already if surface.texture is None: create_texture(surface) #Render child to parent if surface.frame_buffer is None: surface.frame_buffer = glGenFramebuffersEXT(1) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0) glPushAttrib(GL_VIEWPORT_BIT) glViewport(0,0,surface._scale[0],surface._scale[1]) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix gluOrtho2D(0,surface._scale[0],0,surface._scale[1]) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) for this despite the second parameter printing as 1 for a test I did, I get: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) I only got this after implementing pyglet. GLUT is too limited. Thank you.

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  • GLFW 3 initialized, yet not?

    - by mSkull
    I'm struggling with creating a window with the GLFW 3 function, glfwCreateWindow. I have set an error callback function, that pretty much just prints out the error number and description, and according to that the GLFW library have not been initialized, even though the glfwInit function just returned success? Here's an outtake from my code // Error callback function prints out any errors from GFLW to the console static void error_callback( int error, const char *description ) { cout << error << '\t' << description << endl; } bool Base::Init() { // Set error callback /*! * According to the documentation this can be use before glfwInit, * and removing won't change anything anyway */ glfwSetErrorCallback( error_callback ); // Initialize GLFW /*! * This return succesfull, but... */ if( !glfwInit() ) { cout << "INITIALIZER: Failed to initialize GLFW!" << endl; return false; } else { cout << "INITIALIZER: GLFW Initialized successfully!" << endl; } // Create window /*! * When this is called, or any other glfw functions, I get a * "65537 The GLFW library is not initialized" in the console, through * the error_callback function */ window = glfwCreateWindow( 800, 600, "GLFW Window", NULL, NULL ); if( !window ) { cout << "INITIALIZER: Failed to create window!" << endl; glfwTerminate(); return false; } // Set window to current context glfwMakeContextCurrent( window ); ... return true; } And here's what's printed out in the console INITIALIZER: GLFW Initialized succesfully! 65537 The GLFW library is not initialized INITIALIZER: Failed to create window! I think I'm getting the error because of the setup isn't entirely correct, but I've done the best I can with what I could find around the place I downloaded the windows 32 from glfw.org and stuck the 2 includes files from it into minGW/include/GLFW, the 2 .a files (from the lib-mingw folder) into minGW/lib and the dll, also from the lib-mingw folder, into Windows/System32 In code::blocks I have, from build options - linker settings, linked the 2 .a files from the download. I believe I need to link more things, but I can figure out what, or where I should get those things from.

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  • Why 32-bit color EGL configurations fail with EGL_BAD_MATCH on Moto Droid?

    - by Gilead
    I'm trying to figure out why certain EGL configurations cause eglMakeCurrent() call to return EGL_BAD_MATCH on Motorola Droid running Android 2.1u1. This is a full list of hardware-accelerated EGL configurations (those with EGL_CONFIG_CAVEAT == EGL_NONE) as there's a few others with EGL_CONFIG_CAVEAT == EGL_SLOW_CONFIG but those are backed by PixelFlinger 1.2 meaning they're using software renderer. ID: 0 RGB: 8, 8, 8 Alpha: 8 Depth: 24 Stencil: 8 // BAD MATCH ID: 1 RGB: 8, 8, 8 Alpha: 8 Depth: 0 Stencil: 0 // BAD MATCH ID: 2 RGB: 8, 8, 8 Alpha: 8 Depth: 24 Stencil: 8 // BAD MATCH ID: 3 RGB: 8, 8, 8 Alpha: 8 Depth: 24 Stencil: 8 // BAD MATCH ID: 4 RGB: 8, 8, 8 Alpha: 8 Depth: 0 Stencil: 0 // BAD MATCH ID: 5 RGB: 8, 8, 8 Alpha: 8 Depth: 24 Stencil: 8 // BAD MATCH ID: 6 RGB: 5, 6, 5 Alpha: 0 Depth: 24 Stencil: 8 ID: 7 RGB: 5, 6, 5 Alpha: 0 Depth: 0 Stencil: 0 ID: 8 RGB: 5, 6, 5 Alpha: 0 Depth: 24 Stencil: 8 Clearly, all configurations with 32-bit color depth fail and all 16-bit ones are OK but: 1. Why? 2. WHY?! :) 3. How do I tell which ones would fail before actually trying to use them? The code below is as simple as it can get. I put if (v[0] == 6) there to check different configs, normally they're chosen by half-clever config matcher :) private void createSurface(SurfaceHolder holder) { egl = (EGL10)EGLContext.getEGL(); eglDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); egl.eglInitialize(eglDisplay, null); int[] numConfigs = new int[1]; egl.eglChooseConfig(eglDisplay, new int[] { EGL10.EGL_NONE }, null, 0, numConfigs); EGLConfig[] configs = new EGLConfig[numConfigs[0]]; egl.eglChooseConfig(eglDisplay, new int[] { EGL10.EGL_NONE }, configs, numConfigs[0], numConfigs); int[] v = new int[1]; for (EGLConfig c : configs) { egl.eglGetConfigAttrib(eglDisplay, c, EGL10.EGL_CONFIG_ID, v); if (v[0] == 6) { eglConfig = c; } } eglContext = egl.eglCreateContext(eglDisplay, eglConfig, EGL10.EGL_NO_CONTEXT, null); if (eglContext == null || eglContext == EGL10.EGL_NO_CONTEXT) { throw new RuntimeException("Unable to create EGL context"); } eglSurface = egl.eglCreateWindowSurface(eglDisplay, eglConfig, holder, null); if (eglSurface == null || eglSurface == EGL10.EGL_NO_SURFACE) { throw new RuntimeException("Unable to create EGL surface"); } if (!egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) { throw new RuntimeException("Unable to make EGL current"); } gl = (GL10)eglContext.getGL(); }

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  • Multiple viewport problem

    - by PSilo
    I'm setting up so I can switch between either one or four viewports but I got some trouble. In my bottom right viewport I got camera view, the same camera that I can switch to full view on. The other three viewports are working with fixed locations but the bottom right viewport is compressed on the y scale and half of the picture on the x scale is missing. void display(int what) { if(what==5){glViewport(0, 0, w, h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ca.lookAt();} if(what==1){glViewport(0, 0, w/2, h/2); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){glViewport(w/2, h/2, w, h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,20,0,20,1,0,0);} if(what==3){glViewport(w/2, 0, w, h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ca.lookAt();} if(what==4){glViewport(0, h/2, w/2, h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); ////gluLookAt(cos(shared.time) * shared.distance, 10, sin(shared.time) * shared.distance, 0, 0, 0, 0, 1, 0); // Roterar kameran kring origo genom att skapa en ny vymatris varje bildruta ////ca.orbitYaw(0.05); //ca.lookAt(); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); drawCamera(); glutSwapBuffers(); } void viewport(){ glEnable(GL_SCISSOR_TEST); if(!divided_view_port) { glViewport(0, 0, w, h); glScissor(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 100.0f); display(5); } else { ////////////////////// bottom left - working glViewport(0, 0, w/2, h/2); glScissor(0,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(1); ////////////////////// ////////////////////// top right - working glViewport(w/2, h/2, w, h); glScissor(w/2,h/2,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(2); ////////////////////// ////////////////////// bottom right -working glViewport(w/2, 0, w, h/2); glScissor(w/2,0,w,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(3); //////////////////////// ////////////////////////// top left glViewport(0, h/2, w/2, h); glScissor(0,h/2,w/2,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(4); /////////////////////////// } glDisable(GL_SCISSOR_TEST); glMatrixMode(GL_MODELVIEW); }

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  • How to update a uniform variable in GLSL

    - by paj777
    Hi All, I am trying to get update the eye position in my shader from my appliaction but I keep getting error 1281 when I attempt this. I have no problems after the initialization just when i subsequently try to update the values. Here is my code: void GraphicsObject::SendShadersDDS(char vertFile [], char fragFile [], char filename []) { char *vs = NULL,*fs = NULL; vert = glCreateShader(GL_VERTEX_SHADER); frag = glCreateShader(GL_FRAGMENT_SHADER); vs = textFileRead(vertFile); fs = textFileRead(fragFile); const char * ff = fs; const char * vv = vs; glShaderSource(vert, 1, &vv, NULL); glShaderSource(frag, 1, &ff, NULL); free(vs); free(fs); glCompileShader(vert); glCompileShader(frag); program = glCreateProgram(); glAttachShader(program, frag); glAttachShader(program, vert); glLinkProgram(program); glUseProgram(program); LoadCubeTexture(filename, compressedTexture); GLint location = glGetUniformLocation(program, "tex"); glUniform1i(location, 0); glActiveTexture(GL_TEXTURE0); EyePos = glGetUniformLocation(program, "EyePosition"); glUniform4f(EyePos, EyePosition.X(),EyePosition.Y(), EyePosition.Z(), 1.0); DWORD bob = glGetError(); //All is fine here glEnable(GL_DEPTH_TEST); } And here's the function I call to update the eye position: void GraphicsObject::UpdateEyePosition(Vector3d& eyePosition){ glUniform4f(EyePos, eyePosition.X(),eyePosition.Y(), eyePosition.Z(), 1.0); DWORD bob = glGetError(); //bob equals 1281 after this call } I've tried a few ways now of updating the variable and this is the latest incarnation, thanks for viewing, all comments welcome.

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  • YUV Textures and Shaders

    - by Luca
    I've always used RGB textures. Now comes up the need of use of YUV textures (a set of three texture, specifying 1 luminance and 2 chrominance channels). Of course the YUV texture could be converted on CPU, getting the RGB texture usable as usual... but I need to get RGB pixel directly on GPU, to avoid unnecessary processor load... The problem became strange, since I require to specifyin the shader source, because a single texture, the following items: Three samplers uniforms, one for each channel Two integer uniforms, for specifying the chrominance channels sampling a mat3 uniform, for specific YUV to RGB conversion matrix. This should be done for each YUV texture... Is it possible to "compress" required uniforms, and getting RGB values quite easily? Actually i think this could aid: Texture sizes, including mipmaps, could be queried. With this, its possible to save the two integer uniforms, since the uniform values are derived the ratio between texture extents The mat3 uniforms could be collected as globals, and with preprocessor could be selected. But what design should I use for specify three (related) textures? Is it possible to use textures levels for accessing multiple textures? Texture arrays could be usable? And what about using rectangle textures, which doesn't supports mipmaps? Maybe a shader abstraction (struct definition and related function) could aid? Thank you.

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  • Reading BVH file in pyopengl

    - by Vic
    Hi I am trying to animate a skeleton using a BVH file. I am doing this in pyopengl. Now I have googled and got to know that python has a generic module that can be used to read BVH file but i don't know how to use it or how to import that module. Can anyone help me with that. Any sample code or any other help would be appreciated. Thanks Vikram

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  • Building an interleaved buffer for pyopengl and numpy

    - by Nick Sonneveld
    I'm trying to batch up a bunch of vertices and texture coords in an interleaved array before sending it to pyOpengl's glInterleavedArrays/glDrawArrays. The only problem is that I'm unable to find a suitably fast enough way to append data into a numpy array. Is there a better way to do this? I would have thought it would be quicker to preallocate the array and then fill it with data but instead, generating a python list and converting it to a numpy array is "faster". Although 15ms for 4096 quads seems slow. I have included some example code and their timings. #!/usr/bin/python import timeit import numpy import ctypes import random USE_RANDOM=True USE_STATIC_BUFFER=True STATIC_BUFFER = numpy.empty(4096*20, dtype=numpy.float32) def render(i): # pretend these are different each time if USE_RANDOM: tex_left, tex_right, tex_top, tex_bottom = random.random(), random.random(), random.random(), random.random() left, right, top, bottom = random.random(), random.random(), random.random(), random.random() else: tex_left, tex_right, tex_top, tex_bottom = 0.0, 1.0, 1.0, 0.0 left, right, top, bottom = -1.0, 1.0, 1.0, -1.0 ibuffer = ( tex_left, tex_bottom, left, bottom, 0.0, # Lower left corner tex_right, tex_bottom, right, bottom, 0.0, # Lower right corner tex_right, tex_top, right, top, 0.0, # Upper right corner tex_left, tex_top, left, top, 0.0, # upper left ) return ibuffer # create python list.. convert to numpy array at end def create_array_1(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = numpy.array(ibuffer, dtype=numpy.float32) return ibuffer # numpy.array, placing individually by index def create_array_2(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) for v in data: ibuffer[index] = v index += 1 return ibuffer # using slicing def create_array_3(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer[index:index+20] = data index += 20 return ibuffer # using numpy.concat on a list of ibuffers def create_array_4(): ibuffer_concat = [] for x in xrange(4096): data = render(x) # converting makes a diff! data = numpy.array(data, dtype=numpy.float32) ibuffer_concat.append(data) return numpy.concatenate(ibuffer_concat) # using numpy array.put def create_array_5(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer.put( xrange(index, index+20), data) index += 20 return ibuffer # using ctype array CTYPES_ARRAY = ctypes.c_float*(4096*20) def create_array_6(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = CTYPES_ARRAY(*ibuffer) return ibuffer def equals(a, b): for i,v in enumerate(a): if b[i] != v: return False return True if __name__ == "__main__": number = 100 # if random, don't try and compare arrays if not USE_RANDOM and not USE_STATIC_BUFFER: a = create_array_1() assert equals( a, create_array_2() ) assert equals( a, create_array_3() ) assert equals( a, create_array_4() ) assert equals( a, create_array_5() ) assert equals( a, create_array_6() ) t = timeit.Timer( "testing2.create_array_1()", "import testing2" ) print 'from list:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_2()", "import testing2" ) print 'array: indexed:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_3()", "import testing2" ) print 'array: slicing:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_4()", "import testing2" ) print 'array: concat:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_5()", "import testing2" ) print 'array: put:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_6()", "import testing2" ) print 'ctypes float array:', t.timeit(number)/number*1000.0, 'ms' Timings using random numbers: $ python testing2.py from list: 15.0486779213 ms array: indexed: 24.8184704781 ms array: slicing: 50.2214789391 ms array: concat: 44.1691994667 ms array: put: 73.5879898071 ms ctypes float array: 20.6674289703 ms edit note: changed code to produce random numbers for each render to reduce object reuse and to simulate different vertices each time. edit note2: added static buffer and force all numpy.empty() to use dtype=float32 note 1/Apr/2010: still no progress and I don't really feel that any of the answers have solved the problem yet.

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  • Can I upgrade UIRequiredDeviceCapabilities from opengles-1 to opengles-2 in iOS app

    - by michael
    Hi I’m upgrading my app from cocos2d-x 1.x to 2.x that means change from OpenGLES 1.0 to 2.0, I've updated my Info.plist settings to reflect the change <key>UIRequiredDeviceCapabilities</key> <dict> <key>accelerometer</key> <true/> <key>opengles-2</key> <true/> </dict> Change from opengles-1 to opengles-2 But while installing application from XCode 4.5 GM (the older version was compiled with prevoius XCode) I receive error: Could not change executable permissions on the application

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  • Shadow volume shader optimization (GLSL)

    - by Soubok
    I wondering if there is a way to optimize this vertex shader. This vertex shader projects (in the light direction) a vertex to the far plane if it is in the shadow. void main(void) { vec3 lightDir = (gl_ModelViewMatrix * gl_Vertex - gl_LightSource[0].position).xyz; // if the vertex is lit if ( dot(lightDir, gl_NormalMatrix * gl_Normal) < 0.01 ) { // don't move it gl_Position = ftransform(); } else { // move it far, is the light direction vec4 fin = gl_ProjectionMatrix * ( gl_ModelViewMatrix * gl_Vertex + vec4(normalize(lightDir) * 100000.0, 0.0) ); if ( fin.z > fin.w ) // if fin is behind the far plane fin.z = fin.w; // move to the far plane (needed for z-fail algo.) gl_Position = fin; } }

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  • glPushName + glPopName stack overflow and underflow

    - by soxs060389
    Can anybody please explain me how to use glPushName and glPopName. I like to use them instead of glLoadName, but I laways get GL_STACK_OVERFLOW and GL_STACK_UNDERFLOW errors. (First, under then overflow). Example code would help me too. Thanks for any advice. Note #1: My Rendering/selection_rednering code consists of multiple glBegin(...)/glEnd() blocks, if this is any problem plus various Rotations and Transformations. Note #2: I know that GL selection / picking is deprecated, but I have to implement it within a Application which was developed a with OpenGL2.1 a while ago.

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  • Using kEAGLRenderingAPIOpenGLES2 causes bad access in glMatrixMode

    - by hyn
    I am trying to use the ES 2 API in my app but using kEAGLRenderingAPIOpenGLES2 causes bad access at glMatrixMode(). There is a similar question here but doesn't answer my question. If I use kEAGLRenderingAPIOpenGLES1 then everything is fine. I could reproduce the same problem with Apple's sample code. What can I do to make glMatrixMode() work in ES 2?

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