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    • 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; using System.Collections.Generic; using System.IO; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> vertices; private static List<Vector2> textures; private static List<Vector3> normals; private static List<int> indices; private static float[] verticesArray; private static float[] normalsArray; private static float[] texturesArray; private static int[] indicesArray; private static string[] lines; public static RawModel LoadObjModel(string filename, Loader loader) { if (!File.Exists("Contents/" + filename + ".obj")) { throw new FileNotFoundException("Error: wavefront file doesn't exist path: " + filename + ".png"); } vertices = new List<Vector3>(); textures = new List<Vector2>(); normals = new List<Vector3>(); indices = new List<int>(); lines = File.ReadAllLines("Contents/" + filename + ".obj"); try { foreach (string line in lines) { if (line == "" || line.StartsWith("#")) continue; string[] token = line.Split(' '); switch(token[0]) { case ("o"): string o = token[1]; break; case "v": Vector3 vertex = new Vector3(float.Parse(token[1]), float.Parse(token[2]), float.Parse(token[3])); vertices.Add(vertex); break; case "vn": Vector3 normal = new Vector3(float.Parse(token[1]), float.Parse(token[2]), float.Parse(token[3])); normals.Add(normal); break; case "vt": Vector2 texture = new Vector2(float.Parse(token[1]), float.Parse(token[2])); textures.Add(texture); break; case "f": texturesArray = new float[vertices.Count * 2]; normalsArray = new float[vertices.Count * 3]; verticesArray = new float[vertices.Count * 3]; indicesArray = new int[indices.Count]; int vertexPointer = 0; foreach (Vector3 vex in vertices) { verticesArray[vertexPointer++] = vex.X; verticesArray[vertexPointer++] = vex.Y; verticesArray[vertexPointer++] = vex.Z; } for (int i = 0; i < indices.Count; i++) { indicesArray[i] = indices[i]; } break; } } } catch (FileNotFoundException f) { throw new FileNotFoundException($"OBJ file not found: {f.FileName}", f); } catch (ArgumentException ae) { throw new ArgumentException("OBJ file is damaged", ae); } return loader.loadToVAO(verticesArray, texturesArray, indicesArray); } } } 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();
    • 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!
    • By mike44
      Hi
      I draw in a OpenGL framebuffer. All is fine but it eats FPS (frames per second), hence I wonder if I could execute the framebuffer drawing only every 5-10th loop or so?
      Many thanks
       
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OpenGL Maximum texture size?

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Does anyone know if DX9 (Or OpenGL for that matter) defines a maximum texture size? As far as I know, no hardware supports over 4096x4096, but is there any reason that 8192x8192 isn't supported, aside from the memory usage? 8192x8192x32 is "only" 64MB after all... I'm currently implementing a texture sheet manager (I'm not sure of the correct term, but it's a texture atlas with 256x256 quads of texture), and I'm wondering if I need to account for support for textures over 4096x4096... Cheers, Steve

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Sorry, I should have been more clear. What I mean is - is there any maximum size that D3D itself supports, rather than the driver / card? For instance, I haven't seen a card that supports textures larger than 4096x4096 - is this just because none of the IHVs have bothered to allow textures larger than that, or because D3D imposes a limit somewhere?

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AFAIK there is no maximum limit. Like the SDK the WDK says nothing about a limit.

You should at least plan for 8192*8192 as this will be the minimum for D3D10 hardware.

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Shader Model 3 has a minimum requirement of 4096x4096 iirc.

It wouldn't surprise me if IHV's didn't jump any higher than they had to:

1. If developers wont use it, why waste effort?
2. If it makes the minimum spec, why go higher?
3. VRAM requirements - "only 64mb"... but going to 8k means 256mb - its still fairly rare to find 512mb video cards...

hth
Jack

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Quote:
Original post by jollyjeffers
Shader Model 3 has a minimum requirement of 4096x4096 iirc.

It wouldn't surprise me if IHV's didn't jump any higher than they had to:

1. If developers wont use it, why waste effort?
2. If it makes the minimum spec, why go higher?
3. VRAM requirements - "only 64mb"... but going to 8k means 256mb - its still fairly rare to find 512mb video cards...

hth
Jack

1. Forward thinking [smile]
2. See 1
3. My brain is fudge. I typed 8192x8192 into calculator, not 8192x8192x4...

If one texture is going to take up 256MB of VRAM, then I'm not surprised it's not (widely) supported [smile]

Thanks for the replies. I reckon it's fairly safe to assume that there wonh't be any textures larger than 65536x65536 anyway. That gives me 16 bits to play with. If there are any more, I can always clamp it...

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Quote:
Original post by Evil Steve
I reckon it's fairly safe to assume that there wonh't be any textures larger than 65536x65536 anyway.
well that'd only require 16 gigabytes of VRAM to store a 64k*64k texture [lol]

Jack

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And that's before mipmapping. You'd need about 21GB of ram to store a fully mipmapped 65k^2 texture. (and 340MB for an 8k^2 texture)

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Is that all? How long till video cards have their own virtual memory? [smile]

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But, hardware has been supporting non-square textures for quite a while now, so using a 8k size for width, for example, doesnt mean you need to use it for height.

What if I need a sqrt lookup table with 8000 entries? a 8192x1x4 texture is only 32k. That's not much at all, so I am surprised that's not an option.

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