• Advertisement
Sign in to follow this  

OpenGL OpenGl dont work :(

This topic is 4826 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

ok, dont flame me for asking this, i got 5 mins till lecture starts so i dont have time to search. i have got visual studio 6.0. i know how to code using opengl and c++. i made a simple program that displays just a white triangle but it doesn't work. i know the code is correct, but i may be missing some header or something. dont know what it is. anyone have any idea??

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by Sneftel
You've got a problem on line 17.

You've got it all wrong! It's a general protection fault caused by a misconfigred USB MP3 stick [grin]

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Today, while driving home, my car suddendly stopped in the middle of the highway.

I have no idea why it did this. Please tell me what the problem is. Please be detailed, so I can tell the repair shop men exactly what they have to fix.

kthxbye.

Share this post


Link to post
Share on other sites
Quote:

ok, dont flame me for asking this, i got 5 mins till lecture starts so i dont have time to search.

I can google alot of things in 5 minutes. Why can't you?

Quote:

i made a simple program that displays just a white triangle but it doesn't work. i know the code is correct, but i may be missing some header or something. dont know what it is.


Oh teh nos! The code is correct and it doesnt work? You're absolutely correct, opengl doesnt work! hundreds of thousands of people are using stuff that doesnt work. Thats a tragedy.


Quote:

anyone have any idea??


Yeah. RTFM.




Dont ask questions like this, esp without showing any code or describing what it does do. And posting that you have 5 minutes till your lecture isn't going to make us desire to help you any faster.

Share this post


Link to post
Share on other sites
Quote:
Original post by Foxostro
Quote:

I can google alot of things in 5 minutes. Why can't you?


56k


unless youre using google image search, 56k isnt a significant problem. I used to be on slowass dialup (33.6) and google was still certainly usable, and with 5min you can still google alot :-)

besides, if hes 5 minutes from lecture hes most likely on campus using broadband.

Share this post


Link to post
Share on other sites
LOL, ok, i think i shot my self in the foot.

Right, heres my scenario.

my uni is part of an academic alliance with microsoft and that alliance basically meeans that we can download microsoft program of them for free to use as part of our course.

anyway, i downloaded Microsoft Visual Studio so i could code my project at home.

i guess what i wanted to ask (but never really did) was that should i already have the opengl libraries on my computer????
Two freind have already said that i should, one said it comes with windows, the other said it comes with GFX card drivers (both of which i have).

Now, about the code. I coded a simple program that displays a simple white triangle one the screen. Now, this code ran in Uni but when i run it at home it gives me an error at the following line :

#include <GL/glut.h>

now, obviously, its telling me that i dont have the GLUT libraries. what i want to know from u guys is, should i already have these libraries?? if i should, then how do i get them to work, and if i dont, then where can i get the libraries from and how will i use them??

P.S, thats probably the most stupid question to you guys, since your all experienced in this fields, but remember, you were all beginners once :)

Share this post


Link to post
Share on other sites
Cant be detailed, got a lecture in -2 minutes

shouldnt #include <GL/glut.h> be #include "gl/glut.h"??

Never done OpenGL before, just a thought:)

EDIT: Ignore that just looked on Nehe it says....

#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The GLaux Library

Share this post


Link to post
Share on other sites
The OpenGL-headers come with Visual studio, but GLUT is not part of OpenGL, it's a 3rd party helper-library for OpenGL. So you need to download that. It can be found here.

Good luck.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By LifeArtist
      Good Evening,
      I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
      First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
      I am really stucked right now because of the fundamental question:
      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
      Regards,
      LifeArtist
    • By QQemka
      Hello. I am coding a small thingy in my spare time. All i want to achieve is to load a heightmap (as the lowest possible walking terrain), some static meshes (elements of the environment) and a dynamic character (meaning i can move, collide with heightmap/static meshes and hold a varying item in a hand ). Got a bunch of questions, or rather problems i can't find solution to myself. Nearly all are deal with graphics/gpu, not the coding part. My c++ is on high enough level.
      Let's go:
      Heightmap - i obviously want it to be textured, size is hardcoded to 256x256 squares. I can't have one huge texture stretched over entire terrain cause every pixel would be enormous. Thats why i decided to use 2 specified textures. First will be a tileset consisting of 16 square tiles (u v range from 0 to 0.25 for first tile and so on) and second a 256x256 buffer with 0-15 value representing index of the tile from tileset for every heigtmap square. Problem is, how do i blend the edges nicely and make some computationally cheap changes so its not obvious there are only 16 tiles? Is it possible to generate such terrain with some existing program?
      Collisions - i want to use bounding sphere and aabb. But should i store them for a model or entity instance? Meaning i have 20 same trees spawned using the same tree model, but every entity got its own transformation (position, scale etc). Storing collision component per instance grats faster access + is precalculated and transformed (takes additional memory, but who cares?), so i stick with this, right? What should i do if object is dynamically rotated? The aabb is no longer aligned and calculating per vertex min/max everytime object rotates/scales is pretty expensive, right?
      Drawing aabb - problem similar to above (storing aabb data per instance or model). This time in my opinion per model is enough since every instance also does not have own vertex buffer but uses the shared one (so 20 trees share reference to one tree model). So rendering aabb is about taking the model's aabb, transforming with instance matrix and voila. What about aabb vertex buffer (this is more of a cosmetic question, just curious, bumped onto it in time of writing this). Is it better to make it as 8 points and index buffer (12 lines), or only 2 vertices with min/max x/y/z and having the shaders dynamically generate 6 other vertices and draw the box? Or maybe there should be just ONE 1x1x1 cube box template moved/scaled per entity?
      What if one model got a diffuse texture and a normal map, and other has only diffuse? Should i pass some bool flag to shader with that info, or just assume that my game supports only diffuse maps without fancy stuff?
      There were several more but i forgot/solved them at time of writing
      Thanks in advance
    • By RenanRR
      Hi All,
      I'm reading the tutorials from learnOpengl site (nice site) and I'm having a question on the camera (https://learnopengl.com/Getting-started/Camera).
      I always saw the camera being manipulated with the lookat, but in tutorial I saw the camera being changed through the MVP arrays, which do not seem to be camera, but rather the scene that changes:
      Vertex Shader:
      #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } then, the matrix manipulated:
      ..... glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); ourShader.setMat4("projection", projection); .... glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); ourShader.setMat4("view", view); .... model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); ourShader.setMat4("model", model);  
      So, some doubts:
      - Why use it like that?
      - Is it okay to manipulate the camera that way?
      -in this way, are not the vertex's positions that changes instead of the camera?
      - I need to pass MVP to all shaders of object in my scenes ?
       
      What it seems, is that the camera stands still and the scenery that changes...
      it's right?
       
       
      Thank you
       
    • By dpadam450
      Sampling a floating point texture where the alpha channel holds 4-bytes of packed data into the float. I don't know how to cast the raw memory to treat it as an integer so I can perform bit-shifting operations.

      int rgbValue = int(textureSample.w);//4 bytes of data packed as color
      // algorithm might not be correct and endianness might need switching.
      vec3 extractedData = vec3(  rgbValue & 0xFF000000,  (rgbValue << 8) & 0xFF000000, (rgbValue << 16) & 0xFF000000);
      extractedData /= 255.0f;
    • By Devashish Khandelwal
      While writing a simple renderer using OpenGL, I faced an issue with the glGetUniformLocation function. For some reason, the location is coming to be -1.
      Anyone has any idea .. what should I do?
  • Advertisement