Jump to content

  • Log In with Google      Sign In   
  • Create Account


spriggan

Member Since 27 Feb 2007
Offline Last Active Sep 25 2014 07:43 AM

Topics I've Started

Resuming music causing differing play back speed in OpenAL

11 September 2014 - 09:15 AM

Hello, when I pause the music in my game by calling alSourcePause and then resume by calling alSourcePlay, the music plays at a seemingly slower speed, further pauses slower it further until eventually playing it at the original and correct speed. Does anyone know what would cause this to happen? My game is using one explicit thread and is win32 based. Thank you.


More than one FBO causes error

05 September 2014 - 08:16 AM

Hello,

 

When I try to create more than one Frame Buffer Object, I get the GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER error.

 

Here is the code:

 

//-----------------------------------------------------------------------------------------------------

 

// Generate frame buffer index
glGenFramebuffers(1, &m_uFramebufferIndex);
 
// reading and writing to frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)m_uFramebufferIndex);
 
// create texture for rendering
TextureMan_Get()->CreateTexture(puTexId, uXRes, uYRes);
m_uTexId = *puTexId;
 
// attach texture to frame buffer
glFramebufferTexture2D(GL_FRAMEBUFFER, (GLenum)uAttachmentIndex,GL_TEXTURE2D, (GLuint)m_uTexId, 0);
 
if (bDepthBuffer)
{
// The optional depth buffer
glGenRenderbuffers(1, &m_uRenderbufferIndex);
glBindRenderbuffer(GL_RENDERBUFFER, (GLuint)m_uRenderbufferIndex);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, (GLsizei)uXRes, (GLsizei)uYRes);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, (GLuint)m_uRenderbufferIndex);
}
 
// check frame buffer
uint32 uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 
if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)
{
assert(0 && "Frame buffer attatchment is incomplete");
}
 
else if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT)
{
assert(0 && "Frame buffer missing attachment");
}
 
else if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER)
{
assert(0 && "Frame buffer lacks draw buffer");
}
 
else if(uStatus == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER)
{
assert(0 && "Frame buffer lacks read buffer");
}
 
else if(uStatus == GL_FRAMEBUFFER_UNSUPPORTED)
{
assert(0 && "Frame buffer not supported on this system");
}
 
else if(uStatus == 0)
{
assert(0 && "Frame buffer has unknown error");
}
 
The code exits the function and updates the draw buffers table below
 
// Set the list of draw buffers.
glDrawBuffers(m_nNumRenderTargets, m_uColourAttatchments);
 
// unbind FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
 
//-----------------------------------------------------------------------------------------------------
 
Thanks for any help.

 

 

 

 

 


Best living engineer?

10 December 2013 - 02:36 PM

Personally, I think it is a toss up between John Carmack and Elon Musk. Both of them are extremely impressive, their resumes speak for themselves.


Arial font dissapearing in stand alone release build

20 June 2012 - 07:19 AM

Hello, I am using bitmap fonts in my opengl application. The IDE I am using is Visual studio 2008 express edition. The problem I am having is as follows.

When I run the release executable outside of the IDE the text that uses bitmap fonts doesn't appear. I don't have this problem with the debug build or the release build when running it through the IDE. I tried putting the font inside the folder with the release executable in it but that didn't work.

The font I am using is Arial. Thank you.

PARTNERS