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Shawn619

Member Since 17 Mar 2012
Offline Last Active May 06 2014 11:51 AM

Posts I've Made

In Topic: OpenGL - glGenVertexArrays() and glBindVertexArray() identifier not found

28 April 2014 - 03:23 AM

Works flawless now. Words cannot express my gratitude.


In Topic: OpenGL - glGenVertexArrays() and glBindVertexArray() identifier not found

28 April 2014 - 03:15 AM

I was actually using an incredibly old glew.h that had x2 less lines than the current GLEW, but i used it because it was so hard for me to get GLEW linking correctly with the newest GLEW.

 

So i'm going to change to the newest version, but i'm having the same linking errors.

 

I downloaded the newest GLEW from http://glew.sourceforge.net -> Source -> Zip

 

I'm using the x32 GLEW version files since im using VS2010 32-bit version, and I guess you could say im trying to build the "static" GLEW version.

 

I haven't included any of the glew.h or other glew files into my project.

//includes
#define GLEW_STATIC
#include <GL/glew.h>
#include <GL/glut.h>
...

 

The necessary 32-bit include GLEW files are in their appropriate file include directory. The glew lib folder that i downloaded had a lib folder with "glew32.lib" and "glew32s.lib" so included those path into the linker path, then added those files into the appropriate linker directory.

 

My linkers look like this:

opengl32.lib
glut32.lib
libSOIL.a
glew32.lib
glew32s.lib

 

My current errors:

1>------ Build started: Project: VAO, Configuration: Debug Win32 ------
1>glew32s.lib(glew.obj) : error LNK2005: _glewInit@0 already defined in glew32.lib(glew32.dll)
1>LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
1>C:\Users\Shawn\Documents\Visual Studio 2010\Projects\VAO\Debug\VAO.exe : fatal error LNK1169: one or more multiply defined symbols found
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

In Topic: Alpha blending with a color that has no RGB components

27 April 2014 - 06:49 PM

Thanks for your very knowledgeable opinions, guys.

 

I believe that my opengl setup(SOIL+GIMP as PNG exporter) produces {1,1,1} RGB default values for color values that are unspecified.

 

For anyone interested in how i arrived at {1,1,1}, you can do you're own test if you're using a different texture loader and/or exporter than mine by doing the following:

 

Use the following blending equation,

glBlendFunc(GL_DST_ALPHA, GL_SRC_ALPHA);

 

with an opaque source color(a color with alpha=1, ie:{0,0,1,1}) and whatever transparent texture destination for testing.

 

Which will simply eliminate the srccolor and leave us with the unaltered destcolor,

 

Final color = (srccolor*srcfactor)+(destcolor*destfactor)

= (srccolor*Da)+(destcolor*Sa)

= ({Sr, Sg, Sb, 1}*0)+(destcolor*1)

=(0)+(destcolor)

=destcolor

 

My opengl render left me with a white color.


In Topic: Alpha blending with a color that has no RGB components

27 April 2014 - 05:35 AM

Yeah, i'm just wondering if anyone knows what those default values are for image loaders like SOIL and DevIL.


In Topic: gluLookAt() and matrix stack operations deprecated?

27 April 2014 - 04:53 AM

Thanks Brother Bob.


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