• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • 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.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • 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();
  • Advertisement
  • Advertisement
Sign in to follow this  

OpenGL OpenGL ActiveX component

This topic is 4710 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

Hey guys, Lets start off by saying that I'm not sure if this is in the right section, so I apologize if its not. Ok, now for the part i need help with. Ok, is an opengl activex component possible? My employer wants me to write a gui that will renders some opengl stuff to the screen (not sure i can say what.. but lets say some low poly models and data). Anyways, as a stand alone program, its doesnt seem that complicated. However, they asked me the possibility of an opengl activex component for web deployment. I know nothing of activex componenents. I started to reseach them this weekend, and from what i've read, it seems like its possible. Most sites describe them as like more powerful java applets for many languages. But, since this is for the web, wont the activex component get big and thus, not download friendly, if you start adding the OpenGL library? Anyways, i'd appreciate any input, whether its possible or not, and I thank you. Back to some more research for me!

Share this post


Link to post
Share on other sites
Advertisement
Hi ,
I want to join you in this question , I want to know how this done :D .
I'll wait with you here till someone answer us :).
bye

Share this post


Link to post
Share on other sites
I'm pretty sure it is possible, because I seem to recall finding an OpenGL activeX example on the net somewhere, years ago.

Sorry I can't give any more information than that, that's all I know.

Share this post


Link to post
Share on other sites
Well it isn't so difficult to check. You write an empty ActiveX and try to use Platform Invoke to Win32 API - let's say ChoosePixelFormat. If it fails, try another API. If another one fails, most probably you can't use PInvoke, and then I don't think it can be done. If it succeedes, then in a few days you can have the Windows wrapper ready :))

And if you can wait until tomorrow (like ~12 hours), I'll try to make a VB6 ActiveX (I liked the idea of OpenGL in web).

Share this post


Link to post
Share on other sites
Seems like it can be done. I made a .Net ActiveX DLL, and it works on my computer. The problem is that I don't know how to check if it works on other computers as well. I put the Object tag on the page, with the codebase parameter pointing to the DLL, but it doesn't seem to work. Any idea how to make IE download my DLL (and TLB as well if necessary) and register them, so I can use the control through CLSID?

Share this post


Link to post
Share on other sites
Thx Seroja, I'll have to do some testing myself. However, I probably wont go the dll way. Forcing a dll download would probably cause all those anti spyware stuff to start to complain.

As for your question, I got very little knowledge in ActiveX programming so hopefully someone more knowledgeable will be able to answer.

And I like the idea of OpenGl on the web too. When I was told of this, first thing I said was "Cool!". :)

Cheers,

Chrysaor

[Edited by - Chrysaor on May 30, 2005 9:36:56 AM]

Share this post


Link to post
Share on other sites
Making an opengl activex is quite easy, the problem is that most probably no one will download it, for security reasons.

Share this post


Link to post
Share on other sites
Might I suggest doing it as a embedded Java Applet rather then ActiveX? Applets can be run stand alone or right from inside a webpage, also they will run on ALL browsers not just IE. Also it can Linux and MacOS to view the webpage with the same accessibility.

A lot of people disable ActiveX controls from downloading and running as they are generally trusted by, I would guess, most people.

Mind you, if you can guarantee that all the people visiting your site use a recent version of Windows and IE and all allow for atleast prompting of running and installing ActiveX controls, then go for it!

As a side note, as you prolly know, Java does need its runtime libraries to downloaded on the client machines in order to be run, which might be a thing against using java.

Share this post


Link to post
Share on other sites
Java applets aren't much better that ActiveX. They also can be harmful (I think), and I know users can disable them as well. I don't know if ActiveX works on other platforms except IE, but to OpenGL on other platforms you still need GLX/AGL code. But if you have a good java wrapper for those, then go for it.

As a side note, can't Mono run user controls as well as regular apps?

And I still would appreciate info about registering ActiveX controls, just to try it out by myself. I actually came upon the idea of having the control as a wrapper, and then the coding could be done in VB/Java script. That's almost coding games with HTML :P

Share this post


Link to post
Share on other sites
As per java, I haven't used the opengl bindings, but I assumed that there would be cross platform ones, but even if it is made for windows only, atleast it'll work on more then IE.

As for ActiveX controls, best place for MS info is MS itself :)
Try looking on the MSDN (Microsoft Developer Network, link below) for anything that could help you.
http://msdn.microsoft.com/library/default.asp?url=/workshop/components/activex/activex_node_entry.asp

Share this post


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

  • Advertisement