Sign in to follow this  
SteQve

OpenGL OpenGL stopped working in my application today

Recommended Posts

I updated my drivers from ATI yesterday. And my windows-application won't show any graphic anymore. I downloaded a NeHe demo, and it works fine. Although I cannot see the difference to my program. Calls to wglCreateContext and wglMakeCurrent works fine. And glGetError returns 0 on every call. The pixelformat is set without problems. How can I debug my program? All seems fine, but nothing works. WM_PAINT messages are received, so the graphics _should_ show up... I understand that this might be a complex problem. But the code has worked for months, and I checked it with SourceSafe and I didn't change any code after the driverupdate. Therefore there must be a bug in my program, but I just can't find it. Any ideas of where to start looking for the bug?

Share this post


Link to post
Share on other sites

Pixelformat:
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DRAW_TO_BITMAP,
PFD_TYPE_RGBA,
32,
8,
16,
8,
8,
8,
0,
0,
0,
64,
16,
16,
16,
16,
32,
8,
0,
0,
0,
0,
0,
0 };



Before render:

wglMakeCurrent(m_hdc, m_hGLContext )
glLoadIdentity();
glViewport(0,0, 300, 300 );
glOrtho(0, 300, 0, 300, 1.0, -1.0);

Render:
I'm just trying to draw a line...

glBegin(GL_LINES);
glVertex2d(0, 0);
glVertex2d(100, 1000);
glEnd();


After render:

glFlush();
glFinish();
::SwapBuffers(m_hdc);

Anything else?

Share this post


Link to post
Share on other sites
I noticed that you are using PFD_DRAW_TO_BITMAP AND PFD_DRAW_TO_WINDOW. I do not think that will work correctly. I looked it up in NeHe's code and he has this:

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};




So try only using the PFD_DRAW_TO_WINDOW and see if that works correctly.

- Drew

Share this post


Link to post
Share on other sites
Quote:
Original post by Drew_Benton
I noticed that you are using PFD_DRAW_TO_BITMAP AND PFD_DRAW_TO_WINDOW. I do not think that will work correctly. I looked it up in NeHe's code and he has this:
*** Source Snippet Removed ***

So try only using the PFD_DRAW_TO_WINDOW and see if that works correctly.

- Drew


No, it didn't change anything.

Share this post


Link to post
Share on other sites
Quote:
Original post by jeroenb
Maybe calling glClear or something like that helps? Setting the color to glClearColor( 0,0,0,0 ) and then calling the clear each frame, just after the wglSetCurrent call.


No, still nothing. And glGetError only reports 0.

Share this post


Link to post
Share on other sites


bool InitGL()
{
m_GLPixelIndex = ChoosePixelFormat( m_hdc, &g_WinGLPixelFormatDescriptor );

if( !m_GLPixelIndex ){
m_GLPixelIndex = 1;

if( !DescribePixelFormat(m_hdc, m_GLPixelIndex, g_WinGLPixelFormatDescriptor.nSize, &g_WinGLPixelFormatDescriptor ) ){
return false;
}

}

if( !SetPixelFormat(m_hdc, m_GLPixelIndex, &g_WinGLPixelFormatDescriptor ) ){
return false;
}


m_hGLContext = wglCreateContext( m_hdc );

if( !m_hGLContext ) return false;

return true
}

on WM_PAINT

wglMakeCurrent(m_hdc, m_hGLContext )
glLoadIdentity();
glViewport(0,0, 300, 300 );
glOrtho(0, 300, 0, 300, 1.0, -1.0);

glBegin(GL_LINES);
glVertex2d(0, 0);
glVertex2d(100, 1000);
glEnd();

glFlush();
glFinish();
::SwapBuffers(m_hdc);




This function never fail. Is there more code missing?

Share this post


Link to post
Share on other sites


My window-class...



wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = ApplicationWindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInst;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground = GetSysColorBrush( COLOR_BTNFACE );
wc.lpszMenuName = NULL;
wc.lpszClassName = "WinGL";
wc.hIconSm = NULL;

Share this post


Link to post
Share on other sites



m_hwnd=CreateWindowEx( WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, // Extended Style For The Window
"WinGL", // Class Name
"", // Window Title
WS_OVERLAPPEDWINDOW | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
width, // Calculate Window Width
height, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
m_hInstance, // Instance
NULL);




The WNDCLASSEX is ecact as the one NeHe used.

Share this post


Link to post
Share on other sites


I added wglSwapLayerBuffers(m_hdc, WGL_SWAP_MAIN_PLANE );

instead of 'SwapBuffers' and then the window was filled with crap. So some kind of interface is running...but the gfx I draw isn't shown.

Any new clues?

Share this post


Link to post
Share on other sites
OMG.. yeah, there is a reason your code does not work.

You have to set up the projection and model view matrix. What the hell are you loading it to in there??

wglMakeCurrent(hdc,hrc);

...
glViewport(...)
glMatrixMode(GL_PROJECTION_MATRIX);
glLoadIdentity();
glOrtho(...)

glMatrixMode(GL_MODELVIEW_MATRIX);
glLoadIdentity();

...

SwapBuffers(...)


Share this post


Link to post
Share on other sites

I solved the problem.

There was no bug in the code. As I wrote, I hadn't changed anything in the code. But the "compiler had". I recompiled, there were no graphics. I changed the optimization to "none". When I recompiled - graphics was there. I rebuild the project with optimization, and now it works perfectly...

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      628290
    • Total Posts
      2981856
  • Similar Content

    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
       
       
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
      Thanks!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
      Thanks.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
    • By test opty
      Hi,
      I'm trying to learn OpenGL through a website and have proceeded until this page of it. The output is a simple triangle. The problem is the complexity.
      I have read that page several times and tried to analyse the code but I haven't understood the code properly and completely yet. This is the code:
       
      #include <glad/glad.h> #include <GLFW/glfw3.h> #include <C:\Users\Abbasi\Desktop\std_lib_facilities_4.h> using namespace std; //****************************************************************************** void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; //******************************* int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "My First Triangle", nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // build and compile our shader program // vertex shader int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } // fragment shader int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } // link shaders int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes float vertices[] = { -0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), //and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO // as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind // VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to // bind it every time, but we'll do so to keep things a bit more organized glDrawArrays(GL_TRIANGLES, 0, 3); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. glfwTerminate(); return 0; } //************************************************** // process all input: query GLFW whether relevant keys are pressed/released // this frame and react accordingly void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //******************************************************************** // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } As you see, about 200 lines of complicated code only for a simple triangle. 
      I don't know what parts are necessary for that output. And also, what the correct order of instructions for such an output or programs is, generally. That start point is too complex for a beginner of OpenGL like me and I don't know how to make the issue solved. What are your ideas please? What is the way to figure both the code and the whole program out correctly please?
      I wish I'd read a reference that would teach me OpenGL through a step-by-step method. 
  • Popular Now