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  • calling Qt's QGraphicsView::setViewport with a custom QGLWidget

    - by mos
    I've derived from QGLWidget before, like so: class MyGLWidget : public QGLWidget { public: // stuff... virtual void initializeGL() { /* my custom OpenGL initialization routine */ } // more stuff... }; However, I find that if I try to initialize a QGraphicsView with my custom QGLWidget as the viewport, initializeGL doesn't get called (setting a breakpoint within the Qt library, neither does QGLWidget::initializeGL() when created plain). // initializeGL, resizeGL, paintGL not called ui.graphicsView->setViewport(new MyGLWidget(QGLFormat(QGL::DoubleBuffer))); // initializeGL, resizeGL, paintGL *still* not called ui.graphicsView->setViewport(new QGLWidget(QGLFormat(QGL::DoubleBuffer))); Where is the correct location to place the code that currently resides in MyGLWidget::initializeGL()?

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  • Counting texels using a fragment shader

    - by Brett
    Hi, I have two textures generated using a fragment shader. I want to be able to count the number of texels in each texture that are above some colour intensity. My question is how can this be done? My initial thought is to count these texels using the fragment shader before generating the texture. However, this would require some sort of global counter. I can't use occlusion queries because the textures are created from other textures. I'm using OpenGL 2.1. Any ideas appreciated. Thanks

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  • How do I perform an HSL transform on a texture?

    - by Mason Wheeler
    If I have an OpenGL texture, and I need to perform HSL modifications on it before rendering the texture, from what I've heard I need a shader. Problem is, I know nothing about shaders. Does anyone know where I would need to look? I want to write a function where I can pass in a texture and three values, a hue shift in degrees, and saturation and lightness multipliers between 0 and 2, and then have it call a shader that will apply these transformations to the texture before it renders. The interface would look something like this: procedure HSLTransform(texture: GLuint; hShift: integer; sMult, lMult: GLfloat); I have no idea what's supposed to go inside the routine, though. I understand the basic math involved in HSL/RGB conversions, but I don't know how to write a shader or how to apply it. Can someone point me in the right direction? Delphi examples preferred, but I can also read C if I have to.

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  • Dislpay List and transformation

    - by Gary
    Greetings! I have this question. Whenever, I enter a transformation (gltranslate, glrotate, glscale) within a display list, the transformation remains as a command within the display list. Everytime the display list is rendered, it will calculate all and over again. Is there a way, I can make an opengl transformation and the transformed vertex coordinates be stored permanently in a display list instead of transformation & intial coordinates? Hope my question makes sense. Thank you in advance. Gary

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  • Vertex Buffer Object not drawing in SDL window

    - by intregus
    I'm just using the opengl SDL template with Xcode, and everything runs fine. I removed the Atlantis code, and changed the main extension to .mm, then added some testing code to drawGL. Drawing a simple triangle (using immediate mode) at this point inside drawGL gives me a white triangle, but when I add the code to draw using a vertex buffer object, i just get a black window. Here is my VBO drawing code: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); GLuint buffer; float vertices[] = { 0.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f,-1.0f, 0.0f }; // VBO doesn't work :( glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 9, vertices, GL_STATIC_DRAW); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableClientState(GL_VERTEX_ARRAY);

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  • Retrieving FBO data in GLSL

    - by Tom Savage
    I'm trying to get MRT working in OpenGL to try out deferred rendering. Here's the situation as I understand it. Create 3 render buffers (for example). Two RGBA8 and one Depth32. Create an FBO. Attach render buffers to FBO. ColorAttachment0/1 for color buffers, DepthAttachment for depth buffer. Bind the FBO. Draw geometry. Send data to different attachments using gl_FragData[] in the frag shader. At this point I would want to take the data in another pass using GLSL, how can a) retrieve data from the framebuffer color attachments, b) get data from the depth component.

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  • Projecting a 3D point to 2D screen coordinate OpenTK

    - by sinsro
    Using Monotouch and OpenTK I am trying to get the screen coordinate of one 3D point. I have my world view projection matrix set up, and OpenGL makes sense of it and projects my 3D model perfectly, but how to use the same matrix to project just one point from 2D to 3D? I thought I could simply use: Vector3.Transform(ref input3Dpos, ref matWorldViewProjection, out projected2Dpos); Then have the projected screen coordinate in projected2DPos. But the resulting Vector4 does not seem to represent the proper projected screen coordinate. And I do not know how to calculate it from there on.

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  • OpenGLES mix and match blending options complicated question

    - by DevDevDev
    So I have a background line drawing, black and white. I want to be able to draw over this, keeping the black lines in there, and drawing only where it is white. I can do this by using glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); And the black stays black and white gets whatever color I want. However in the white areas, I want to be able to draw some color, pick to another color and then blend. However this doesn't work because the blend function is messed up. So what I was thinking is having a linedrawing framebuffer, and a user-drawing framebuffer. The user draws into the userdrawing framebuffer, with a different blending, and then I switch blending options and draw into the linedrawing framebuffer. But i don't know enough OpenGL to say whether or not this will work or is a stupid idea. Thanks a lot

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  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

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  • gluLookAt doesn't work

    - by Tyzak
    hi, i'm programming with opengl and i want to change the camera view: ... void RenderScene() //Zeichenfunktion { glClearColor( 1.0, 0.5, 0.0, 0 ); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glLoadIdentity (); //1.Form: glBegin( GL_POLYGON ); //polygone glColor3f( 1.0f, 0.0f, 0.0f ); //rot glVertex3f( -0.5, -0.5, -0.5 ); //unten links 3 =3 koords, f=float glColor3f( 0.0f, 0.0f, 1.0f ); //blau glVertex3f( 0.5, -0.5, -0.5 ); //unten rechts glVertex3f( 0.5, 0.5, -0.5 );//oben rechts glVertex3f( -0.5, 0.5, -0.5 );//oben links glEnd(); Wuerfel(0.7); //creates cube with length 0.7 gluLookAt ( 0., 0.3, 1.0, 0., 0.7, 0., 0., 1., 0.); glFlush(); //Buffer leeren } ... when i change the parameter of gluLookAt, nothing happens, what do i wrong? thanks

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  • How to use Mesa3D on Mac OS X and Windows

    - by gutsblow
    Hello all, I need to use Mesa3D for a cross platform application(windows and Mac only) which uses only offline software rendering. The reason I wanted to use Mesa3D is because it has the same Drawing calls as OpenGL and they are really easy. Now I know that Apple itself has a software implementation (which I heard is flaky), but I prefer using Mesa so that it's a lot easier for me to maintain the code on both platforms. On windows I managed to compile three DLL's from the Mesa3d source, but don't know what to do with them. On Mac OS X I am completely clueless. I would highly appreciate your help. Thank you once again very much!

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  • Operating system for visualization app in 6 monitors

    - by Federico
    Hi. I have to plan the development for an application with these major requirements: Show different graphical data and animations in 6 monitors, in fullscreen mode. The hardware to be used is a PC with 3 NVIDIA GeForce 9800 GX2 cards. I have some expertise working with OpenGL, but never with more than one monitor. I have the (some limited) freedom to choose an operating system for the application. My options are: Windows XP, Windows Vista, Windows 7, Ubuntu 8.04/10.04. I would like to know, if you have some expertise or knowledge in the multi-monitor application development field, what is the recommended operating system for this kind of application? And, do I need any software other than the operating system and the NVIDIA drivers to be able to use the 6 monitors in fullscreen, showing different things in each one of them? Any comment/answer will be really appreciated. Thanks in advance! Federico

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  • How can I use GLUT with CUDA on MACOSX?

    - by omegatai
    Hi, I'm having problems compiling a CUDA program that uses GLUT on MacOsX. Here is the command line I use to compile the source: nvcc main.c -o main -Xlinker "-L/System/Library/Frameworks/OpenGL.framework/Libraries -lGL -lGLU" "-L/System/Library/Frameworks/GLUT.framework" And here is the errors I get: Undefined symbols: "_glutInitWindowSize", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutInitWindowPosition", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutDisplayFunc", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutInitDisplayMode", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutCreateWindow", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutMainLoop", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutInit", referenced from: _main in tmpxft_00001612_00000000-1_main.o ld: symbol(s) not found collect2: ld returned 1 exit status I am aware that I haven't specified any lib for GLUT but I just can't find it! Does anybody know where it is? By the way, there doesn't seem to be a way to use the GLUT.framework when compiling with nvcc. Thanks a lot, omegatai

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  • Intersection of line with cube and knowing the point of intersection.

    - by Raj
    Hello everyone, description 1.lines are originating from origin(0,0,0). 2.lines are at some random angle to the Normal of Top face of teh cube. 3.if the lines are intersecting cube , calculate the intersection point. 4.mainly i wan to know how much distance ,line traveled inside the cube. I dont know exactly which approach should i take , i will be pleased and thankful if someone could guied me to the right direction, to use OpenGL, DirectX or some other library, for C# . some example or sample will be appriciated.

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  • cheapest way to draw a fullscreen quad

    - by Soubok
    I wondering if there is a faster way to draw a full-screen quad in OpenGL: NewList(); PushMatrix(); LoadIdentity(); MatrixMode(PROJECTION); PushMatrix(); LoadIdentity(); Begin(QUADS); Vertex(-1,-1,0); Vertex(1,-1,0); Vertex(1,1,0); Vertex(-1,1,0); End(); PopMatrix(); MatrixMode(MODELVIEW); PopMatrix(); EndList();

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  • How to make a 3D UI for an application ?

    - by wacky_coder
    I'm building an application and I'd like its User Interface to be 3D, most probably a cylinder. The user would see the cylinder[Horizontally laid] and the cylinder's curved surface would have the buttons and any other controls that need to be placed. The cylinder needs to rotate and later, I'd like to add some other effects to the cylinder too. Someone told me that such a UI can be modelled using Maya or Blender and exported to openGL and then I could use C/C++ (with Qt) to carry out the actions. How can this be done?? Is there any other way to build the UI and do all the other things that I need ?? I really need some help because I have the UI in mind, but no idea on how to implement it. Thanks

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  • iPhone OpenGLES textures - colour banding

    - by chicknstu
    I've got a problem with openGL on iPhone which I'm sure must have a simple solution! When I load a texture and display it, I get a lot of what I believe is called 'Colour Banding', whereby the colours, particularly on gradients, seem to get automatically 'optimized'. Just to demonstrate that this wasn't anything wrong with my own code, I downloaded the iPhone 'Crashlanding' app and replaced the background image, and as you can see in the image below (Taken from the simulator), the exact same thing happens. The image on the left is the original PNG, and on the right is it in the game. It's almost as if it's palette is being downsized to a 256 colour one. Screenshot I'm sure this is related to the format I'm saving the image as, although it doesn't just happen with PNG's, it seems to happen no matter what image format I chose. Doing my head in! If you want to recreate this, simply download the crash landing app, and replace the background. Thanks so much in advance for any help.

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  • Accessing functions in a parent controller

    - by meridimus
    I have made a ViewController in XCode for an iPhone project I'm working on, but I have a question about nested ViewControllers and what the best way to access a parents ViewController functions? Essentially, at the moment I have a SwitchViewController with MenuViewController (nested) and GameViewController (nested, which renders OpenGL ES). At the moment, I have animated view switching controlled in the SwitchViewController which works. But I want to call it after a player has selected the level from the MenuViewController and run the appropriate level in GameViewController. Not rocket science, I know. What's the best way to call parent functions?

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  • iPhone and Vertex Buffer Objects

    - by dancer
    I've just started playing around with opengl es on the iphone the past couple of weeks and i'm looking at refactoring some of my code to use Vertex Buffer Objects(VBO). Before I do though I would like to make sure it'll be worth it. The problem is that afaik the only reason you create VBO's is to shift a chunk of data onto the graphics card so that it doesn't need to be retrieved from system ram when it's used. The iPhone however does not have any dedicated ram that I'm aware of so i'm struggling to see why I would benefit at all from using VBO's. I have seen talk around the internet with conflicting opinions and apple certainly want dev's to use it so there's probably still a reason to use them but just wanted to see if anyone on SO had an opinion to add.

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  • glReadPixels and save to image

    - by Julius Petraška
    I have app, where user drags and drops image, and it is being redrawn with OpenGL for some aviable processing. Everything works. And when user wants to save his image it works like that: glReadPixels -> NSBitmapImageRep -> NSData -> Write to file This works too. Almost. With some images it is not working as it should work. For example: .png when I open and save this image: I get: And if I open and save this image: I get: .jpg If I open and save: I get: And when I open and save: I get: So sometimes images saves badly. Why is it happening?

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  • Gradients and memory

    - by user146780
    I'm creating a drawing application with OpenGL. I'v created an algorithm that generates gradient textures. I then map these to my polygons and this works quite well. What I realized is how much memory this requires. Creating 1000 gradients takes about 800MB and that's way too much. Is there an alternative to textures, or a way to compress them, or another way to map gradients to polygons that doesn't use up as much memory? Thanks My polygons are concave, I use GLUTesselator, and they are multicolored and point to point

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  • Suggest an Alternative for glTranslate() load on CPU.

    - by Nagaraj
    I have been working on a project of OpenGL. Here I just display a boat moving along with some option's for view change.. Its a 2D program. The thing is I have used many glTranslate functions for moving the boat in the code. It works properly in Windows(DEV-CPP) but when executed in Fedora it has a very very very slow movement for boat. When checked for the CPU LOAD it was huge. So any thing which i can try to move the boat faster? Please help :)

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  • Enabling depth testing when using CAOpenGLLayer

    - by Andrew
    If one is using a subclass of NSOpenGLView then one enables depth testing by selecting a 16/24/32 bit buffer from the attributes menu in Xcode, and then adding glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); to the drawRect method. However, in the application I'm creating I'm rendering OpenGL content via the drawInCGLContext method of a CAOpenGLLayer which is contained within a subclass of NSView. This means that it is no longer possible to create a depth buffer via the inspector. Does anyone know how I can achieve this in such a situation?

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  • Suggestions for a C++ IDE?

    - by AedonEtLIRA
    I know this is is a shifty question and really isn't easy to answer, but bare with me. For a while now I have been using Eclipse and doing Java programming. Now that I reach a point where I'm comfortable in Java, I wish to move on back into C++ and actually make something more than a single class that prints to terminal; and work in OpenGL :). So I wonder if anybody has a recomendation of IDE's that resemble or are as fluid as Eclipse? I am aware that Eclipse has a C++ plugin, but it really doesn't feel user friendly (at least to a pampered java programmer!). I have (I think I still have it?) a copy of Visual Studio 2005, but want to see if anyone has any better ideas. Thanks ~Aedon

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  • Animate 3D model programmatically-where to start?

    - by amile
    I am having a task to create a 3D model face that can talk like humans.without having any knowledge about 3D modeling. I have no clue where to start.I have searched a lot and find some of these things.OpenGL,WebGL,XNA and other similar tool can be helpful. please guide me where to start a step by step approach and which platform is better as i have programming background in JAVA. here is an idea what I need to do https://docs.google.com/viewer?a=v&pid=gmail&attid=0.2&thid=13f65486a46a1f67&mt=application/pdf&url=https://mail.google.com/mail/?ui%3D2%26ik%3D49f1f393c6%26view%3Datt%26th%3D13f65486a46a1f67%26attid%3D0.2%26disp%3Dsafe%26realattid%3Df_hi6ylzbv2%26zw&sig=AHIEtbQc8KQNHdprmEnL4UXyD3ox8vlKKQ

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