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#ActualC0dR

Posted 04 November 2013 - 01:36 AM

Ah yes the glGetError(); comes from copy & paste smile.png

 

Yes i already checked the framebuffer completeness and it says its complete.

 

Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other.

I also tried to change the old mesh render methods (glNormalPointer, glVertexPointer etc) in the test project to vertex buffer object rendering and changed the shader so it uses locations instead of gl_FragData and it still worked. Now actually only the custom matrices (and some minor stuff) differ from the main project.

I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it mellow.png

 

Well, when nothing works then i think i have to adapt the actual project to the test project part by part to see which of it causes the error unsure.png


#4C0dR

Posted 04 November 2013 - 01:35 AM

Ah yes the glGetError(); comes from copy & paste smile.png

 

Yes i already checked the framebuffer completeness and it says its complete.

 

Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other.

I also tried to change the old mesh render methods (glNormalPointer, glVertexPointer etc) in the test project to vertex buffer object rendering and changed the shader so it uses locations instead of gl_FragData and it still worked. Now actually only the custom matrices (and some minor stuff) differ from the main project.

I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it mellow.png


#3C0dR

Posted 04 November 2013 - 01:34 AM

Ah yes the glGetError(); comes from copy & paste smile.png

 

Yes i already checked the framebuffer completeness and it says its complete.

 

Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other.

I also tried to change the old mesh render methods (glNormalPointer, glVertexPointer etc) in the test project to vertex buffer object rendering and changed the shader so it uses locations instead of gl_FragData and it still worked. Now actually only the custom matrices (and some minor stuff) now differ from the main project.

I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it mellow.png


#2C0dR

Posted 04 November 2013 - 01:34 AM

Ah yes the glGetError(); comes from copy & paste smile.png

 

Yes i already checked the framebuffer completeness and it says its complete.

 

Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other.

I also tried to change the old mesh render methods (glNormalPointer, glVertexPointer etc) in the test project to vertex buffer object rendering and changed the shader so it uses locations instead of gl_FragData and it still worked. Actually only the custom matrices (and some minor stuff) now differ from the main project.

I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it mellow.png


#1C0dR

Posted 04 November 2013 - 01:33 AM

Ah yes the glGetError(); comes from copy & paste :)

 

Yes i already checked the framebuffer completeness and it says its complete.

 

Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other.

Well I changed the old mesh render methods (glNormalPointer, glVertexPointer etc) to vertex buffer object and changed the shader so it uses locations instead of gl_FragData and it still worked. Actually only the custom matrices (and some minor stuff) now differ from the main project.

I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it mellow.png


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