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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 My eyes hurt in eye-space

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Hello, I want to do something incredibly easy, but apparently I'm missing something and I was hoping you guys could help me out. I have some vertices and I want to know which one is the furthest from the camera. So I thought the easiest way to do it is to multiply the vertices with opengl's modelview matrix, so that they are in eye-space, and then find out which coord has the greatest Z value. Now a vertex is indeed found, but for some reason it's allways around 119.0f Am I missing something and could you explain what I did wrong please? Jeroen

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Quote:
Original post by s3mt3x
Try the inverse of the modelview matrix :)
No, that's not right - the modelview matrix itself transforms geometry directly from local object space to view/camera space, so multiplying by the modelview matrix should give the correct results.

@The OP: Perhaps there's a problem with your matrix-vector multiplication code, or how you're querying the matrix from OpenGL. If you're not sure, you might post these particular code excerpts.

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the easiest way (+ prolly the quickest)

loop_all_verts
{
dist = SQUAREDLENGTHOFVECTOR( vertpos - campos );
if ( dist > furtherest )
...

}

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Quote:
Original post by zedzeek
the easiest way (+ prolly the quickest)

loop_all_verts
{
dist = SQUAREDLENGTHOFVECTOR( vertpos - campos );
if ( dist > furtherest )
...

}
By 'distance from the camera' I think the OP means the distance from the plane defined by the camera's side and up vectors, not the Euclidean distance.

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Hello,

I'm implementing parallel split shadow maps and I want to adjust the camera's farplane to the furthest vertex of the scene's bounding box so the frustum would fit tightly around my geometry, so using Euclidian distance isn't an option here I'm afraid. I 'm gonna take a good look again through my vector-matrix multiplication code as soon as possible, but I don't think they're the problem because I've used them in a couple of other projects.
I query my modelview matrix in my rendering loop, right before I use it like this:

CMatrix4x4 modelview;
glGetFloatv(GL_MODELVIEW, modelview);

// ... use the matrix here

Jeroen

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I found the solution. It turns out I had to query the matrix with GL_MODELVIEW_MATRIX instead of with GL_MODELVIEW.
What a stupid error after all...

But what's strange is that I have to multiply my vertex with the modelview matrix AND the projection matrix (modelviewproj) to get it to work. Any idea why this is?

Thanx guys,
Jeroen

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Quote:
Original post by godmodder
But what's strange is that I have to multiply my vertex with the modelview matrix AND the projection matrix (modelviewproj) to get it to work. Any idea why this is?
Perhaps you have the wrong matrix modes set when you set up your initial matrices (e.g. loading the view matrix while in PROJECTION_MATRIX mode).

In any case you should only need to transform by the modelview matrix, so I suspect something may still be off somewhere in your code.

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