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OpenGL OpenGL GUI anyone? Updated on 11/17/05

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haha yes OpenGUI is good. when i thought of this working with openGL. i came up with OpenGUI. it just makes sense, such as OpenAL for audio, or OpenTNL for networking. and OpenGUI would of course for gfx user inteface. the word OPENx usually gives people an impression that its OpenGL releated.

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Guest Anonymous Poster
OpenGUI has already been used http://www.tutok.sk/fastgl/

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Forgive me, but the word "Open" usually indicates to me that it's an open source implementation of something closed; OpenBSD, OpenMOSIX, OpenSSH, OpenMotif (for those old enough to remember), etc.

Hell, OpenGLUI would even better express that it's a UI and using OpenGL, but that even sounds like letter soup to me.

Who knows?

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OpenGLUI or plain GLUI sounds good to me, ciroknight, sorry for the delay in responding to your email, do you mind if I answer your suggestions right here?
I'd like to have a max number of people reviewing them to make sure we're on the right track.
BRB, I need to clean up my place [wink]

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Don't mind at all, spent most of the day reading harry potter (shameful secret someone my age)...

I just sent an email because, well, it is your code.. kinda a politeness thing.

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Quote:

If you've read my earlier posts, you'll see that I've been maintaining
two different path ways of doing the move to TinyXML:

1) Modifying the IOXMLObject and the XMLParser class to make calls
directly into TinyXML. This is ineffecient (ends up with functions
that's entire purpose is to call other functions), but it effectively
hides TinyXML from the user, and is very unobtrusive to the project as
it stands.

2) Replacing both classes with a class called XMLArbiter; XMLArbiter
accesses TinyXML once per session, running through the entire XML
file, grabbing all of the objects, and loading them into STL
containers. While this approach takes more memory, it allows for a lot
more flexibility within the project; for example with this setup it
should be entirely possible for the object to check to see if the file
has been modified, and if it has, reload the file, and immediately had
the new information available for the GUI. This would be helpful for
the editor type program we discussed on the forum. The disadvantages
are that this class is not small; it's a monolithic solution to the
problem, and if, for example, we want to add more GUI elements, you'll
have to modify this class to be able to deal with it. One way to deal
with that, of course, is to make the interface pluggable, but I think
that the configuration files should be small enough not to warrant
doing this. (How the (&*#^$ could a configuration file be heavy enough
to warrant this?!)


Quite frankly I’m more lenient towards the second solution, if you don’t have something pretty far advanced I would also like to attempt porting the project to using TinyXML myself.

Quote:

<With the latter, I've went ahead and made some simple modifications to
the XML format the window loader would be using;
===GUIConfig.xml===
<config>
<Window visible="true" name="Window a">
#top/bottom are just temporary names, don't ask me what they really
#should end up being. I'm sure you can find a more technical name ;)
<position topx="" topy="" bottomx="" bottomy=""/>
<color type="bgcolor" r="" g="" b="" a=""/>
<color type="fontcolor" r="" g="" b=""/>
<color type="bordercolor" r="" g="" b=""/>

<texture type="TEXTURE_2D" path="opengl.jpg"/>

While I totally dig the new color tags, I’m opposed to the way the position and dimensions of widgets is handled.
See in my approach a position that ranges from 0.01 to 1 implies that the current widget anchor point will be placed within the parent panel according to that ration. For example 0.5 coupled with anchor point set to “CORNERLU” implies that the widget upper left corner must be position in the center of the parent panel at any given time.
Also the dimensions and positions of widgets are not always fixed, I have this set of functions “pack” that scans through the children of a panel and adjusts their position dimensions. Combining the “position” and “dimension” tags will create a heck lot of confusion therefore for now I would like to stick with the old convention

Quote:

<panel>
#panel should adhere to the same system as window.
#positions of panels should be relative to the window.
<position topx="" topy="" bottomx="" bottomy="">
<color type="bgcolor" r="" g="" b=""/>
<color type="fontcolor" r="" g="" b=""/>

<texture type="TEXTURE_2D" path="panelbg.jpg"/>


</panel>

<tabpanel name="Hah">
<panel name="Panel 1" index="1">
<position topx="" topy="" bottomx="" bottomy="">
<color type="bgcolor" r="" g="" b=""/>
<color type="fontcolor" r="" g="" b=""/>
<texture type="TEXTURE_2D" path="panelbg.jpg"/>

<button callbackName="TP1Button1">
<color z = "255" x = "0" y = "0" />

<text string = "Blue Button" />
</button>

<button callbackName="TP1Button2">
<texture type="TEXTURE_2D"
filename="buttons/buttona.png">
<texcoordsdesc xstart="" xend=""
ystart="" yend="" type="BUTTON_FACE"/>
</texture>
</button>
</panel>
<panel name="Panel 2" index="2">

</panel>
#etcetera.
</tabpanel>

</Window>

<Window visible="true" name="Window a">
</Window>
</config>

==(Fonts.xml)==========
<fontlist>


</fontlist>

==(guitextures.xml)=======
<textures>
<Texture filename="texture.png" type="TEXTURE_2D"
mode="modulate" mipmap="true">
<TexCoordsDesc xStart = "201" yStart = "2" xEnd = "233"
yEnd = "34" type = "SLIDER"/>
<TexCoordsDesc xStart = "167" yStart = "2" xEnd = "199"
yEnd = "34" type = "CHECK_BOX"/>
<TexCoordsDesc xStart = "131" yStart = "1" xEnd = "165"
yEnd = "35" type = "CHECK_BOX_MARK"/>
<TexCoordsDesc xStart = "1" yStart = "1" xEnd = "65"
yEnd = "66" type = "RADIO_BUTTON"/>
<TexCoordsDesc xStart = "66" yStart = "2" xEnd = "130"
yEnd = "66" type = "CHECK_RB_MARK"/>
<Wrap s = "REPEAT" t = "REPEAT" />
<Filter mag = "LINEAR"
min = "LINEAR_MIPMAP_LINEAR" />
</Texture>
</textures>
========================
Of course, the above is only a quick example of what the new layout
would look like. Personally, I really don't like chain-loading XML
files to get the whole interface, and this will be helped by having a
GUI editor tool, and the interfacing being consistant and reliable.
Making everything a child of "config" instead of a child of "panel"
removes the requirement that everything is a panel. Adding "window"
allows for the ability to close and restore the windows at leisure. I
also think it should be possible to move the initial textures (the
ones that draw widgets) to their own file. Font's should follow the
same; "game.xml, fonts.xml, guitextures.xml". This makes it more clear
to the developers. You can include the fonts and guitextures in the
initial file as well, but I think there's enough to warrant moving
them outside (well, maybe fonts and guitextures can be combined to
"guielements.xml" or something).

Adding a window class is part of my plans for future releases. Actually I have a beta version of this GUI package that implements them and allows the user to drag em around in the main rendering canvas.
It’s a pretty neat thing I must say.

Sorry I have to go now but I will come back later to address few other points

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Quote:
Original post by ciroknight
Forgive me, but the word "Open" usually indicates to me that it's an open source implementation of something closed; OpenBSD, OpenMOSIX, OpenSSH, OpenMotif (for those old enough to remember), etc.

Hell, OpenGLUI would even better express that it's a UI and using OpenGL, but that even sounds like letter soup to me.

Who knows?


yeah actually openGLUI doesnt too bad, nor does GLUI. i would go for openGLUI, makes you think of opengl more.

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Yeah, you can take OpenGLUI name, since I have OpenGL GUI, OpenGL GUI @ http://openglgui.sourceforge.net, so there will be no problem mistaking those two :)

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Well then.. I'd say we'd better jump on our "OpenGluey" mess and get ourselves an SF project tonight; I'll check my code in so you can see how far I've gotten (a long way, but I've still got a long way to go, too). I can have a better estimate later after I get everything in.

Oh, and HellRizzer, thanks for the heads up; I was wondering if that project was still alive.. You're free to jump on to help us out as well, if you so choose... we're using a much more liberal license (zlib), so that might be a turn-on or a turn-off depending on how professional you are, but I thought I'd at least lend out the hand.

By the way, I was kinda wondering how we wanted to do nesting; the way I have the XMLArbiter class implemented right now, it's possible to put a tabpanel inside a tabpanel as deep as you want to go, as long as they all belong to a window object, and as long as they all belong to a panel object, even if that panel is just the previous' tabpanel's first panel. Same goes for an ordinary panel object. Should we put an arbitrary stop on how many layers deep an object can go?

Also, I've been working on a list of elements we should have by Feature Freeze for version 1.0, and I'll post that when I upload my source to the CVS server later tonight. Lots of wild ideas for that one :-).

And has anyone built the latest source under linux and noticed that the letters are oddly fuzzy, or is that my graphics card being stupid again?

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go for openglui definetly then, if glui has been taken. might want to take it soon before someone else takes it lol.

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how do you change the GUI while running the program. like from GUI.xml to GUI2.xml, but deleting the first one??

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Hey JavaCoolDude,

2 questions, 1 comment.

Comment-
Love your work, looks fantanstic. I have been playing with GLGOOEY, but Im thinking yours is cleaner and simpler.

Question 1)
Can your panels/windows be made to be dragable or are they already?

Question 2)
Could your panels be made to play a quicktime (.mov) or any other type of movie format?

Im working on a project that requires a movie/flash to be displayed in a portion of a panel. One example is the left corner of the panel 200x200 runs a movie and the other portion of the panel has controls on it.

Thanks for your time!

Brian

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Question 1)
Can your panels/windows be made to be dragable or are they already?


I experimented with that for a bit in an unreleased version and I came accross some issues caused by the way I'm packing the widgets tightly into the parent panel.
I might give it another go sometime later (after SIGGRAPH)

Question 2)
Could your panels be made to play a quicktime (.mov) or any other type of movie format?


Sure thing, after you load your GUI frame into your program, seek your target Panel (or textured button for that matter) by using the function, getWidgetByCallbackString. After getting a pointer to your widget, simply use the setTexture function where your argument is a Texture object playing your movie.

[smile]

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Very nice and useful collection, Thank you for all things,keep going. Goodluck.

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just wondering, if you can release the source code for the lib files. i want to see if i can port this code to the psp or the ps2. also can you post a sample of how to play movie clips in the gui frames. and what file formats can be played?

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I don't have the source for the png libs, you can google it out though.
Same goes for the tinyxml stuff.
I guess I can write a quick demo that plays an mpg or wmv file into a GUI panel, let me see what I can do :P

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cool let me know when you got a sample up. Also. for this gui. if i wanted for say get this gui to read txt from a file can that be done? such as a dialog box where you usually see in an rpg, or a game. with mutiple lines of talking.

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Very cool project.
Grats to JCD.

I changed 0.8 a bit so the combobox uses a slider control to scroll entries instead of them going past the bottom of the window when there are too many and wrapped all the IO in Hans Dietrich's XUnzip (http://www.codeproject.com/cpp/xzipunzip.asp). Had to recompile glpng since it uses STDIO and doesn't accept a buffer pointer. Works great now loading everything from a zip to memory and not using any temp files for the PNGs. Makes redist 4 a small win32 app a lot cleaner.

Currently working on merging parts of SXMLEngine with it to try and get FireText into the modded 0.8.

Overall it's a really nice project. Needs a TextArea though. Is it up on SourceForge yet? All the names suggested all sound the same, nobody will ever google it they'll just find someone else's project. It should go up as sxml_gui or some unique sounding name that wont be confused.


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Sorry for the lack of updates everyone; I'm truly busy at the moment and I can barely squeeze some time in to check my email let alone do any side work.
Anyone can feel free to setup a sourceforge project and put all of the files we had so far up there, like I said before all my work is for this community [smile].
I should be releasing a new demo tomorrow which would be my very last GL project, after that I will try and give this GUI package a little more attention, at least till we get to the 1.0 version.
Implementing a text area seems like a neat idea, I'll look into that :)

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My computer back home is broke, I'm putting a new rig together sometimes tomorrow night. Please wait until then, thanks for your patience [smile]

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not sure how relevant this is to this thread, but for you guys doing UI in openGL it might be worth to look at our gui we did for vsx ultra (which is free).
this is my own thoughts on how a gui for this type of program should be and is most likely not applicable on other kinds of software.. although we've done quite a few widgets, buttons, labels, edit boxes, code editor with syntax highlighting etc.

Vovoid VSX Ultra

when the framework is a bit cleaner and so on we might release the code for the UI..

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      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • 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
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