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    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
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    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
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OpenGL wierd fps problem and colour problem

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i am using gametutorials heightmap code in my game but its not working to great. When i use the original program, it runs at aobut 200 fps. my version for som reason runs at 11 fps. Also, when i render it, the screen goes yellow lol. heres the code


#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#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
#include <math.h>
#include "main.h"
#include "terrain.h"
#include "bmp.h"


// This stores the desired depth that we want to fog
extern float g_FogDepth;

// This is our fog extension function pointer to set a vertice's depth
extern PFNGLFOGCOORDFEXTPROC glFogCoordfEXT;

int cTerrain :: Height(int X, int Y, int ID)
{
	// Make sure we don't go past our array size
	int x = X % terrain[ID].MAP_SIZE;					// Error check our x value
	int y = Y % terrain[ID].MAP_SIZE;					// Error check our y value

	//if(!terrain[ID].HeightMap) return 0;				// Make sure our data is valid

	// Use the equation: index = (x + (y * arrayWidth) ) to find the current height
	return terrain[ID].HeightMap[x + (y * terrain[ID].MAP_SIZE)];	// Index into our height array and return the height
}

int cTerrain :: GetID(int ID)
{
	for (int i = 0; i < TerrainCount; i++)
	{
		if (terrain.ID == i)
		{
			return i;
		}
	}

	return -1;
}

void cTerrain :: SetTextureCoord(float x, float z, int ID)
{
	// Find the (u, v) coordinate for the current vertex
	float u =  (float)x / (float)terrain[ID].MAP_SIZE;
	float v = -(float)z / (float)terrain[ID].MAP_SIZE;
	
	// Give OpenGL the current terrain texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);

	// Give OpenGL the current detail texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
}


void SetFogCoord(float depth, float height)
{

	float fogY = 0;

	// Check if the height of this vertex is greater than the depth (needs no fog)
	if(height > depth)
		fogY = 0;
	// Otherwise, calculate the fog depth for the current vertex
	else
		fogY = -(height - depth);

	// Assign the fog coordinate for this vertex using our extension function pointer
	glFogCoordfEXT(fogY);
}

void cTerrain :: RenderHeightMap(int ID)
{
	int X = 0, Y = 0;						// Create some variables to walk the array with.
	int x, y, z;							// Create some variables for readability
	bool bSwitchSides = false;

		for (int i = 0; i < TerrainCount; i++)
		{
			if (terrain.ID == ID)
			{
				if(!terrain.HeightMap) return;

				// Activate the first texture ID and bind the tree background to it
				glActiveTextureARB(GL_TEXTURE0_ARB);
				glEnable(GL_TEXTURE_2D);

				if(bmp.FindTexture(terrain.TexBase))
				{
					glBindTexture(GL_TEXTURE_2D, bmp.Texture(terrain.TexBase));
				}

					// Activate the second texture ID and bind the fog texture to it
					glActiveTextureARB(GL_TEXTURE1_ARB);
					glEnable(GL_TEXTURE_2D);
					
					// Here we turn on the COMBINE properties and increase our RGB
					// gamma for the detail texture.  2 seems to work just right.
					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
					glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
					
					// Bind the detail texture
					if(bmp.FindTexture(terrain.TexDetail))
					{
						glBindTexture(GL_TEXTURE_2D, bmp.Texture(terrain.TexDetail));
					}
				
					// Now we want to enter the texture matrix.  This will allow us
					// to change the tiling of the detail texture.
					glMatrixMode(GL_TEXTURE);

						// Reset the current matrix and apply our chosen scale value
						glLoadIdentity();
						glScalef((float)8, (float)8, 1);

					// Leave the texture matrix and set us back in the model view matrix
					glMatrixMode(GL_MODELVIEW);

				// We want to render triangle strips
				glBegin( GL_TRIANGLE_STRIP );			

				// Go through all of the rows of the height map
				for ( X = 0; X <= 1024; X += 16 )
				{
					// Check if we need to render the opposite way for this column
					if(bSwitchSides)
					{	
						// Render a column of the terrain, for this current X.
						// We start at MAP_SIZE and render down to 0.
						for ( Y = 1024; Y >= 0; Y -= 16 )
						{
							// Get the (X, Y, Z) value for the bottom left vertex		
							x = X;							
							y = Height( X, Y, i );	
							z = Y;							

							// Set the fog coordinate for this vertex, depending on it's height
							// and the current depth of the fog.
							SetFogCoord(g_FogDepth, (float)y);


							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);		

							// Get the (X, Y, Z) value for the bottom right vertex		
							x = X + 16; 
							y = Height( X + 16, Y, i ); 
							z = Y;

							// Set the fog coordinate for this vertex
							SetFogCoord(g_FogDepth, (float)y);

							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);		
						}
					}
					else
					{	
						// Render a column of the terrain, for this current X.
						// We start at 0 and render down up to MAP_SIZE.
						for ( Y = 0; Y <= 1024; Y += 16 )
						{
							// Get the (X, Y, Z) value for the bottom right vertex		
							x = X + 16; 
							y = Height( X + 16, Y, i ); 
							z = Y;

							// Set the fog coordinate for this vertex
							SetFogCoord(g_FogDepth, (float)y);


							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);

							// Get the (X, Y, Z) value for the bottom left vertex		
							x = X;							
							y = Height( X, Y, i );	
							z = Y;							

							// Set the fog coordinate for this vertex
							SetFogCoord(g_FogDepth, (float)y);

							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);		
						}
					}

					// Switch the direction the column renders to allow the fluid tri strips
					bSwitchSides = !bSwitchSides;
				}

				// Stop rendering triangle strips
				glEnd();

				// Turn the second multitexture pass off
				glActiveTextureARB(GL_TEXTURE1_ARB);
				//glDisable(GL_TEXTURE_2D);

				// Turn the first multitexture pass off
				glActiveTextureARB(GL_TEXTURE0_ARB);		
				//glDisable(GL_TEXTURE_2D);
			}
		}
	//glPopMatrix();
}

BOOL cTerrain :: LoadRawFile(LPSTR strName, int nSize, int ID, std::string TexBase, std::string TexDetail)
{
	FILE *pFile = NULL;

	// Let's open the file in Read/Binary mode.
	pFile = fopen( strName, "rb" );

	// Check to see if we found the file and could open it
	if ( pFile == NULL )	
	{
		// Display our error message and stop the function
		MessageBox(HWND_DESKTOP, "Can't find the height map!", "Error", MB_OK);
		return FALSE;
	}

	TERRAIN tmpTerrain;

	terrain.push_back(tmpTerrain);
	TerrainCount += 1;

	terrain[TerrainCount - 1].HeightMap = new BYTE[1024 * 1024];
	terrain[TerrainCount - 1].MAP_SIZE = nSize;
	terrain[TerrainCount - 1].ID = ID;
	terrain[TerrainCount - 1].TexBase = TexBase;
	terrain[TerrainCount - 1].TexDetail = TexDetail;

	// Here we load the .raw file into our pHeightMap data array.
	// We are only reading in '1', and the size is the (width * height)
	fread( terrain[TerrainCount - 1].HeightMap, 1, nSize * nSize, pFile );

	// After we read the data, it's a good idea to check if everything read fine.
	int result = ferror( pFile );

	// Check if we received an error.
	if (result)
	{
		MessageBox(NULL, "Can't get data!", "Error", MB_OK);
	}

	// Close the file.
	fclose(pFile);

	return TRUE;
}

cTerrain :: cTerrain()
{

}

cTerrain :: ~cTerrain()
{
	for (int i = 0; i < TerrainCount; i++)
	{
		delete [] terrain.HeightMap;
	}

	terrain.clear();
}

any ideas on y this is happening would be great thx jake

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It is difficult to say why the screen is yellow only by looking at that code. The only guess I can made is about the fog. What color is your fog? Maybe it is really yellow...
To fix the fps problem try using vertex arrays, or better VBOs.

Anyway, as a general guideline: NEVER draw geometry using glBegin/End if speed matters to you.

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