Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

-TheDragon

OpenGL OpenGL 1.3, 2.0 & DirectX 9

This topic is 6333 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 hey Long post, be weary. Also, this is not another DX OGL war. I''ve been reading about OpenGL quite extensivley latley, and I''ve liked what I''ve been reading. I''ve heard OpenGL 1.3 (or 2.0, as some call it) is either in development or ready for release - how so, in what form? I''ve read that windows 9x only supports 1.1, and I''m ill-informed about the NT(2K) implications of the graphics technology (does 2k support 1.2?) I''ve recently become an OpenGL advacist, and I was wondering how its progressing (in terms of 1.3). It just seems like such a noble API, yet I''m let down by it''s lack of support from the so called committee thats standardizing it. Remember now this is all opinion, and I''m probably misinformed on quite a few things here, but hopefully someone can clear this up for me and anyone passing through. I would also like to ask what input, sound, and newotrking API people use when doing 3D in OpenGl. I''ve been using DirectX for about 5 months now, learning windows multimedia along with the API, and now have a grudge against anything that approaches me that even LOOKS like COM. I''ve read people don''t use DirectX (as adversed to OpenGL) for 3d Graphics because many dislike COM. If thats the case, do they yield to these objections when they need something advanced to handle sound and input, or is there another input/sound API that I don''t know about? Just an inquiry. As of now I think people that use OpenGL for 3D graphics use OS independent sound routines and input routines (which CAN''T be right). Too much work in my opinion. Another thing, DX9 - can anyone speculate if this will be the version that D3D compares to OpenGL in functionality and (ease of use). I say this because I don''t ever think D3D will surpass OpenGL in ease of use because of the methods MS uses to get everything done (my 2D dos graphics engine was easier to use, and that was a mess). I only make this inquiry from what I''ve read - I don''t know the gritty details of either API''s 3D capability, but I''ve seen some comparisons in capabilities between both API''s by technical gurus. DX8 is agreed to be (by most) a heavy advancement in MS'' directX in terms of ease of use and functionality, but many say it''s still deriving most of its functionality from OpenGL. In this posters opinion, if DX9 is the significant progression that DX8 was (in terms of 3D) then I think the market will shift in favor of DX9. Personally I don''t want D3D to ever surpass OGL in capability and ease of use (although I think D3D has passed it in terms of standardization) but reality says that through MS'' frequent updates they''re making DX better and better, in which OGL can''t compare...... which is why I asked the question in this topic in the first place - OpenGL''s "soon to be" update. If anyone can shed any information on 1.3 (or 2.0, whichever) I''d be thankful for the information. BTW, after reading through my post I think I''ve treaded on a lot of sensitive territory, and ask any corrections be posted (I''m new to the subject, flames wouldn''t really help me... =) Adios -Phil Crosby www.philisoft.com www.graphics-design.com

Share this post


Link to post
Share on other sites
Advertisement
quote:
Original post by -TheDragon

and I''m ill-informed about the NT(2K) implications of the graphics technology (does 2k support 1.2?)


I''m running Win2k. It supports GL fine. And NT supports GL, where as it only supports up to DX 3 or 5 I think.

quote:

I would also like to ask what input, sound, and newotrking API people use when doing 3D in OpenGl.


I personally use DX for sound & input, havn''t touched networking yet.

quote:

I''ve been using DirectX for about 5 months now, learning windows multimedia along with the API, and now have a grudge against anything that approaches me that even LOOKS like COM. I''ve read people don''t use DirectX (as adversed to OpenGL) for 3d Graphics because many dislike COM. If thats the case, do they yield to these objections when they need something advanced to handle sound and input, or is there another input/sound API that I don''t know about? Just an inquiry. As of now I think people that use OpenGL for 3D graphics use OS independent sound routines and input routines (which CAN''T be right). Too much work in my opinion.


There are a lot of 3rd party librarys out there such as OpenAL, OpenNL, OpenIL, etc that people tend to use.

quote:

Another thing, DX9 - can anyone speculate if this will be the version that D3D compares to OpenGL in functionality and (ease of use). I say this because I don''t ever think D3D will surpass OpenGL in ease of use because of the methods MS uses to get everything done (my 2D dos graphics engine was easier to use, and that was a mess). I only make this inquiry from what I''ve read - I don''t know the gritty details of either API''s 3D capability, but I''ve seen some comparisons in capabilities between both API''s by technical gurus. DX8 is agreed to be (by most) a heavy advancement in MS'' directX in terms of ease of use and functionality, but many say it''s still deriving most of its functionality from OpenGL.


D3D in DX8 has finally become quite a good and usable API. It''s practically as easy to use as OGL.

quote:

In this posters opinion, if DX9 is the significant progression that DX8 was (in terms of 3D) then I think the market will shift in favor of DX9. Personally I don''t want D3D to ever surpass OGL in capability and ease of use (although I think D3D has passed it in terms of standardization) but reality says that through MS'' frequent updates they''re making DX better and better, in which OGL can''t compare......

I agree, the GL ARB needs to get off their @ss and do something for GL

quote:

which is why I asked the question in this topic in the first place - OpenGL''s "soon to be" update. If anyone can shed any information on 1.3 (or 2.0, whichever) I''d be thankful for the information. BTW, after reading through my post I think I''ve treaded on a lot of sensitive territory, and ask any corrections be posted (I''m new to the subject, flames wouldn''t really help me... =)

I havn''t heard anything about 1.3(2.0?), but I''ll look forward to it

Share this post


Link to post
Share on other sites
The official story is that Win98 does not "support" OpenGL 1.2, Win2K does.

Not really. Both systems will happily run OpenGL 1.2 if your drivers support it. However, OpenGL32.dll on Win98 does not expose the new 1.2 functions (such as glTexImage3D() ). If you want to use these on Win98, you have to load them yourself using wglGetProcAddress() .

I just have to ask: where did you hear about GL 1.3 or 2.0?

- Tom

Share this post


Link to post
Share on other sites
Quantum, thanks for the OpenAL and OpenNL information, I''ll look into those. Are they as standard and compatible as their directx counterparts (to the extent that openGL is)? Also, I know 2k supports OpenGL, I was asking if it supported 1.2
And Delphi you answered that thoroughly.

I heard about 1.3 in a few places around this board, either posted many times by the same person in different places, or mentioned by a few people - might have been in the dx vs ogl war post. I remember someone saying that some app was soon to be released, "and it might ship with OGL 1.3 (2.0?)" something to that accord.

BTW, I''ve started coding OpenGL... and my code looks so purty =) Die COM.

-Phil Crosby
www.philisoft.com
www.graphics-design.com

Share this post


Link to post
Share on other sites
ya i used to think that non-COM code was pretty, so i didn''t like directX, but I got over it. Now i think COM code looks pretty

Share this post


Link to post
Share on other sites
Remember than DirectX 9 won''t run in Windows 9x (from what I''ve heard), only on Win2K and Whistler (Whistler sounds like a good OS except for MS''s intrustive anti-piracy scheme, it will be able to use double buffering for your desktop, heh).

OpenGL 1.3/2.0 will run in Windows somehow, if it doesn''t someone will make drivers for it, then it will . I''m seriously thinking of dual booting Linux/Win2K so I don''t have to worry about MS''s insane ideas about Whistler, so I''m sure I''ll get OpenGL to work in one OS, heh.



http://www.gdarchive.net/druidgames/

Share this post


Link to post
Share on other sites
quote:
Original post by PSioNiC

ya i used to think that non-COM code was pretty, so i didn''t like directX, but I got over it. Now i think COM code looks pretty


Are you on crack?

LPTHISVARIABLENAMEISLONG (c''mon people this get''s annoying)
and the fact that I have to pass pointers to the D3DDevice every time I instantiate a new light/texture/model/whatever class from my encapsulation so that I can render is b/s. The fact that I can call glClear() from any one of my classes or mehtods without any variable passing nonsense makes my world a happy place.

~S''Greth

Share this post


Link to post
Share on other sites
quote:
Original post by SGreth
Are you on crack?


That has nothing to do with liking COM. Just because people actually show some sign of liking something that Microsoft did does not automatically make them a drug addict or a loser. Grow up.
quote:

LPTHISVARIABLENAMEISLONG (c''mon people this get''s annoying)
and the fact that I have to pass pointers to the D3DDevice every time I instantiate a new light/texture/model/whatever class from my encapsulation so that I can render is b/s. The fact that I can call glClear() from any one of my classes or mehtods without any variable passing nonsense makes my world a happy place.



Firstly, this makes it clear to me that you seem not to understand what COM is all about. And also, the LPDIRECT3DDEVICE8 or LPDIRECTINPUTDEVICE8 and such variable names are nothing to do with COM, they are Hungarian Notation. At least Microsoft programmers are consisitent with their notation, and do not mess us about by giving their types unclear names or in lower case letters. The common practice is to make structure tag names, typedefs and enums all upper case letters, and the programmers are only following that convention. You do not have to pass a pointer to the D3DDEVICE. You could:
a) make it global
b) encapsulate it in a class and make the class global

I suggest you study COM further (OLE Controls and the like) to see exactly why it is how it is. Then you might understand it.



Just because you''re outnumbered doesn''t mean you''re wrong.


sharewaregames.20m.com

Share this post


Link to post
Share on other sites
quote:
Original post by -TheDragon

If anyone can shed any information on 1.3 (or 2.0, whichever)




If you read the forums at opengl.org those in the know don''t talk about future releases so microsoft doesn''t steal their ideas as that is how microsoft gets most of their ideas.

The fanatic is incorruptible: if he kills for an idea, he can just as well get himself killed for one; in either case, tyrant or martyr, he is a monster.
--EM Cioran

Opere Citato

Share this post


Link to post
Share on other sites
ms love hungarian notation so much that theyve decided to stop using it

>>I''ve been reading about OpenGL quite extensivley latley, and I''ve liked what I''ve been reading. I''ve heard OpenGL 1.3 (or 2.0, as some call it) is either in development or ready for release<<
i havent heard anything about this, though there are another couple of big developments going on with opengl at the moment.
btw would would u like opengl1.3 to contain. personally i cant think of too many things that ild like to add to the 1.2 spec

COM whats this i hear about kde getting into the act arrghh. personally COM is not as bad as some ppl portray it is though ive gotta say it is an idea in practice doesnt really live up to its promise (like so many things )

heres what i use
sound - used to use directsound (dropped it in support for openal)
input - directinput (on windows)
network - hawknl

http://members.xoom.com/myBollux

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By iArtist93
      I'm trying to implement PBR into my simple OpenGL renderer and trying to use multiple lighting passes, I'm using one pass per light for rendering as follow:
      1- First pass = depth
      2- Second pass = ambient
      3- [3 .. n] for all the lights in the scene.
      I'm using the blending function glBlendFunc(GL_ONE, GL_ONE) for passes [3..n], and i'm doing a Gamma Correction at the end of each fragment shader.
      But i still have a problem with the output image it just looks noisy specially when i'm using texture maps.
      Is there anything wrong with those steps or is there any improvement to this process?
    • By babaliaris
      Hello Everyone!
      I'm learning openGL, and currently i'm making a simple 2D game engine to test what I've learn so far.  In order to not say to much, i made a video in which i'm showing you the behavior of the rendering.
      Video: 
       
      What i was expecting to happen, was the player moving around. When i render only the player, he moves as i would expect. When i add a second Sprite object, instead of the Player, this new sprite object is moving and finally if i add a third Sprite object the third one is moving. And the weird think is that i'm transforming the Vertices of the Player so why the transformation is being applied somewhere else?
       
      Take a look at my code:
      Sprite Class
      (You mostly need to see the Constructor, the Render Method and the Move Method)
      #include "Brain.h" #include <glm/gtc/matrix_transform.hpp> #include <vector> struct Sprite::Implementation { //Position. struct pos pos; //Tag. std::string tag; //Texture. Texture *texture; //Model matrix. glm::mat4 model; //Vertex Array Object. VertexArray *vao; //Vertex Buffer Object. VertexBuffer *vbo; //Layout. VertexBufferLayout *layout; //Index Buffer Object. IndexBuffer *ibo; //Shader. Shader *program; //Brains. std::vector<Brain *> brains; //Deconstructor. ~Implementation(); }; Sprite::Sprite(std::string image_path, std::string tag, float x, float y) { //Create Pointer To Implementaion. m_Impl = new Implementation(); //Set the Position of the Sprite object. m_Impl->pos.x = x; m_Impl->pos.y = y; //Set the tag. m_Impl->tag = tag; //Create The Texture. m_Impl->texture = new Texture(image_path); //Initialize the model Matrix. m_Impl->model = glm::mat4(1.0f); //Get the Width and the Height of the Texture. int width = m_Impl->texture->GetWidth(); int height = m_Impl->texture->GetHeight(); //Create the Verticies. float verticies[] = { //Positions //Texture Coordinates. x, y, 0.0f, 0.0f, x + width, y, 1.0f, 0.0f, x + width, y + height, 1.0f, 1.0f, x, y + height, 0.0f, 1.0f }; //Create the Indicies. unsigned int indicies[] = { 0, 1, 2, 2, 3, 0 }; //Create Vertex Array. m_Impl->vao = new VertexArray(); //Create the Vertex Buffer. m_Impl->vbo = new VertexBuffer((void *)verticies, sizeof(verticies)); //Create The Layout. m_Impl->layout = new VertexBufferLayout(); m_Impl->layout->PushFloat(2); m_Impl->layout->PushFloat(2); m_Impl->vao->AddBuffer(m_Impl->vbo, m_Impl->layout); //Create the Index Buffer. m_Impl->ibo = new IndexBuffer(indicies, 6); //Create the new shader. m_Impl->program = new Shader("Shaders/SpriteShader.shader"); } //Render. void Sprite::Render(Window * window) { //Create the projection Matrix based on the current window width and height. glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f); //Set the MVP Uniform. m_Impl->program->setUniformMat4f("u_MVP", proj * m_Impl->model); //Run All The Brains (Scripts) of this game object (sprite). for (unsigned int i = 0; i < m_Impl->brains.size(); i++) { //Get Current Brain. Brain *brain = m_Impl->brains[i]; //Call the start function only once! if (brain->GetStart()) { brain->SetStart(false); brain->Start(); } //Call the update function every frame. brain->Update(); } //Render. window->GetRenderer()->Draw(m_Impl->vao, m_Impl->ibo, m_Impl->texture, m_Impl->program); } void Sprite::Move(float speed, bool left, bool right, bool up, bool down) { if (left) { m_Impl->pos.x -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(-speed, 0, 0)); } if (right) { m_Impl->pos.x += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(speed, 0, 0)); } if (up) { m_Impl->pos.y += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, speed, 0)); } if (down) { m_Impl->pos.y -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, -speed, 0)); } } void Sprite::AddBrain(Brain * brain) { //Push back the brain object. m_Impl->brains.push_back(brain); } pos *Sprite::GetPos() { return &m_Impl->pos; } std::string Sprite::GetTag() { return m_Impl->tag; } int Sprite::GetWidth() { return m_Impl->texture->GetWidth(); } int Sprite::GetHeight() { return m_Impl->texture->GetHeight(); } Sprite::~Sprite() { delete m_Impl; } //Implementation Deconstructor. Sprite::Implementation::~Implementation() { delete texture; delete vao; delete vbo; delete layout; delete ibo; delete program; }  
      Renderer Class
      #include "Renderer.h" #include "Error.h" Renderer::Renderer() { } Renderer::~Renderer() { } void Renderer::Draw(VertexArray * vao, IndexBuffer * ibo, Texture *texture, Shader * program) { vao->Bind(); ibo->Bind(); program->Bind(); if (texture != NULL) texture->Bind(); GLCall(glDrawElements(GL_TRIANGLES, ibo->GetCount(), GL_UNSIGNED_INT, NULL)); } void Renderer::Clear(float r, float g, float b) { GLCall(glClearColor(r, g, b, 1.0)); GLCall(glClear(GL_COLOR_BUFFER_BIT)); } void Renderer::Update(GLFWwindow *window) { /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); }  
      Shader Code
      #shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 t_TexCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP * aPos; t_TexCoord = aTexCoord; } #shader fragment #version 330 core out vec4 aColor; in vec2 t_TexCoord; uniform sampler2D u_Texture; void main() { aColor = texture(u_Texture, t_TexCoord); } Also i'm pretty sure that every time i'm hitting the up, down, left and right arrows on the keyboard, i'm changing the model Matrix of the Player and not the others.
       
      Window Class:
      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!