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• ### Similar Content

• 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!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

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 !

• 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.

• Hello everyone,
I have problem with texture

• 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!

# OpenGL fragment shader turns FTGL text black?

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I'm using FTGL Textured Fonts for my text output (OpenGL). I just integrated shaders and I'm getting perfect results except my text is always black now. I thought I would test with just a simple passthrough fragment shader, but I still get black text. Everything else shows up fine. Here is the shader (Cg).
struct input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};

struct output
{
float4 color : COLOR;
};

output main(input fragment, uniform sampler2D texture)
{
output nrv;
nrv.color = fragment.color * tex2D(texture, fragment.texcoord);
return nrv;
}


The rendering for the text is as simple as a glColor4fv call with the text's color, and then font->Render(some_string); The tex2D call always returns black for the text, and the color is correct. If I don't bind the shader, the text shows up with the correct color. Does anyone have any experience with FTGL + fragment shaders, or perhaps similar experiences?

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Depeding on when you render you text. If your shader is affecting all pixels on screen, which it probably is, then if you render your text before the shader, then most likely it is being affected by the shader. So you want to render all your geometry first w/ your shader. Then turn off your shader going back to fixed-functionality. Then render you text. I believe that sould work.

-Jacob Gardner