• Advertisement

Archived

This topic is now archived and is closed to further replies.

OpenGL University project - investigating features of OpenGL 1.4

This topic is 5586 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m starting my final year in my Masters in Software Engineering and I''m looking to do a project involving the creation of a game. I can''t just say "I want to create a game" so I''ve decided to investigate and implement the new features of OpenGL 1.4 into a simple game like Asteriods to create lots of special effects. The project has to be something relatively new that others haven''t done before, or at least compare favourably to something similar (in this case, another particular 3D Asteroids game). Do you think this will make a good project? Any comments and suggestions appreciated.

Share this post


Link to post
Share on other sites
Advertisement
There''s not a whole lot more interesting about OpenGL 1.4 than there is over 1.3. Depth textures and shadows are new, but I don''t think that''s too exciting.

If you''re going to do a "research project" using OpenGL and want to do something new and cool I would suggest looking at the ARB_vertex_program and ARB_fragment_program extensions not just OpenGL 1.4. These are *very* new pieces of OpenGL that have recently been standardized. These extensions haven''t been used much yet so many developers are interested in how to make cool effects with them. If you can implement some of those effects, you could definately wow some people.

Share this post


Link to post
Share on other sites
Thanks. I think I will do that. I''ve also been looking up on NVidia''s Cg technology. As I understand it, it sits on top of OpenGL and is a way of producing good special effects easily using the C language. Does anyone know much about this? Would this be a good thing to investigate for my project as an alternative? Or maybe utilise the ARB_vertex_program and ARB_fragment_program extensions using Cg.:D

Share this post


Link to post
Share on other sites
quote:
Original post by Billy Lee
Thanks. I think I will do that. I've also been looking up on NVidia's Cg technology. As I understand it, it sits on top of OpenGL and is a way of producing good special effects easily using the C language. Does anyone know much about this? Would this be a good thing to investigate for my project as an alternative? Or maybe utilise the ARB_vertex_program and ARB_fragment_program extensions using Cg.:D
Nooooooo...of course I'm biased since I work for ATI.

Seriously though, the only company thinking of implementing Cg is NVidia. I wouldn't base my university project on 1 company's technology. There is (or will be) implementations of ARB_fragment_program and ARB_vertex_program on multiple cards from many different companies. Certainly, Cg isn't even usable at this point considering NVidia hasn't produced hardware that can actually run Cg Shaders efficiently.

If you can wait a few months, consider doing a project using GL2 shading extensions. There will, hopefully, be a few companies with 1st round implementations.


[edited by - DannerGL on October 4, 2002 11:21:04 AM]

Share this post


Link to post
Share on other sites
dun think its a good idea to based ur project esp. a MASTER thesis on something like OGL1.4 or just implementing effects with ARB extensions. Every graphics programmer and his dog/cat/hamster/grandma are doing it.

I think u need to go back and research on which direction is better. Seems like u dun have much idea about high level shader languages or even low level shader stuff. Other than shaders, the other stuff in OGL are quite rudimentary, unless if u r dwelling into some obscure mathematical theory of triangle rasterization or graphics algorithm. Me think best is for u to do something that is your forte instead of trying to explore new world.

______________________________________________
(MSG_POST_DONE) ? InsertWittySignature() : ContinuePosting()

http://www.geocities.com/codeman_net/

Share this post


Link to post
Share on other sites
quote:
Original post by DannerGL
If you''re going to do a "research project" using OpenGL and want to do something new and cool I would suggest looking at the ARB_vertex_program and ARB_fragment_program extensions not just OpenGL 1.4. These are *very* new pieces of OpenGL that have recently been standardized. These extensions haven''t been used much yet so many developers are interested in how to make cool effects with them. If you can implement some of those effects, you could definately wow some people.


i thought arb_vetex_program IS part of opengl1.4 (it saiz in my opengl1.4spec), im not to sure about fragemnet progrogram im pretty sure it aint though


http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

Share this post


Link to post
Share on other sites
quote:
Original post by zedzeek
i thought arb_vetex_program IS part of opengl1.4 (it saiz in my opengl1.4spec), im not to sure about fragemnet progrogram im pretty sure it aint though



No, it's not technically part of 1.4 because M$ has some obscure IP claim on it and the ARB bylaws state that if anybody claims IP on an extension it can't be part of standard OpenGL.

Not that it really matters whether it's part of 1.4 or not since M$ will probably never ship an implemenation above 1.1. Either way, on windows at least, you'd have to access the functionality as an extension.



[edited by - DannerGL on October 4, 2002 12:14:42 AM]

Share this post


Link to post
Share on other sites
flipstar, the project has to involve something new. I have studied like crazy learning OpenGL through the summer holidays so I really want to do something with that. It''s true that I don''t know much about shaders. I should read up on them. I really want to make a game though for my project. The end result has to be a piece of software.

Share this post


Link to post
Share on other sites
If ur doing a software engineering masters couldnt u do something along the lines of "design patterns of real-time 3d game effects". I''m sure there are a lot of uncharted patters that could be useful.
You could always then create a asteriods game using OGL to demonstrate the efficent implementation of your patterns and how they are useful in keeping the game modular, maintainible, understandable...(insert software engineering terms here)...etc

Share this post


Link to post
Share on other sites
quote:
Original post by _walrus
If ur doing a software engineering masters couldnt u do something along the lines of "design patterns of real-time 3d game effects". I''m sure there are a lot of uncharted patters that could be useful.
You could always then create a asteriods game using OGL to demonstrate the efficent implementation of your patterns and how they are useful in keeping the game modular, maintainible, understandable...(insert software engineering terms here)...etc
That''s true...this would be more "Software Engineering" like. Using shaders and doing some cool math tricks is more "Computer Science" like.

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By reenigne
      For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials
      I also run grhmedia.com where I host the projects and code for the tutorials I have online.
      Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month.

      Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views.
      Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags.

      At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. 

      I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. 
      I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site.

      I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month.
      I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like.
      I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month.
      Maybe another fee if it is related but not directly in the content. 
      The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process.

      So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable?
      Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea.

      I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos. 
    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
  • Advertisement