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    • By Fadey Duh
      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!
    • 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.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } 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!
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OpenGL OpenGL, Versions, and the Fixed-Function Pipeline

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I'm just starting to look into the world of OpenGL. A couple of things confuse me. 1. How does the versioning work. It's not like with Direct3D where I download an SDK version. Right now, I'm just using the libraries in the Windows SDK. I know my graphics card supports OpenGL 2.0, but how do I tap into its features and such. Is it just a series of specifications, or do I need a new SDK? 2. I know the Direct3D world is getting rid of the fixed-function pipeline. Is the OpenGL community doing the same? I've noticed in all the tutorials I find, there's the PIXELFORMATDESCRIPTOR, with what looks like a lot of fixed-function settings. Is there a clean way to work around this, or should I just forget all those values? Is there any reason I should use it, and if I shouldn't, what are my guidelines for not doing so. 3. I've noticed the WGL stuff only works in WindowProc. Why is this? Is there a workaround? What if I set up an HDC and HGLRC, make them current, but never use them because my app also supports Direct3D. Would this hurt anything? Thanks for reading my post. I hope you can answer my questions.

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Quote:
Original post by jbizzler
I'm just starting to look into the world of OpenGL. A couple of things confuse me.

1. How does the versioning work. It's not like with Direct3D where I download an SDK version. Right now, I'm just using the libraries in the Windows SDK. I know my graphics card supports OpenGL 2.0, but how do I tap into its features and such. Is it just a series of specifications, or do I need a new SDK?

2. I know the Direct3D world is getting rid of the fixed-function pipeline. Is the OpenGL community doing the same? I've noticed in all the tutorials I find, there's the PIXELFORMATDESCRIPTOR, with what looks like a lot of fixed-function settings. Is there a clean way to work around this, or should I just forget all those values? Is there any reason I should use it, and if I shouldn't, what are my guidelines for not doing so.

3. I've noticed the WGL stuff only works in WindowProc. Why is this? Is there a workaround? What if I set up an HDC and HGLRC, make them current, but never use them because my app also supports Direct3D. Would this hurt anything?

Thanks for reading my post. I hope you can answer my questions.


1) You can just use extensions.

2) AFAIK OpenGL:ES 2.0 doesn't support the old fixed function pipeline.

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A little more info on point #2:

Both OpenGL|ES and "Desktop" OpenGL are moving away from the fixed-function pipeline. There are future plans to provide a "lean and mean" version of OpenGL which will basically mirror the hardware implimentation of 3D hardware, with the old fixed-function model moving into an optional software layer. Other examples of things that are to be moved include Quad and Polygon primitives, for instance.


Basically, OpenGL is moving to resemble modern hardware more closely; this is what comprises the "Lean and Mean" version. Legacy features and interfaces will become optional and be implimented in software, such as drivers, which may or may not make use of the programmable pipeline (quads/n-sided primitives could be triangulated using a shader program for instance, but its not required).


Khronos.org is the new home of OpenGL, read the last issue of their Pipeline newsletter for more information.

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Quote:
Original post by jbizzler
2. I know the Direct3D world is getting rid of the fixed-function pipeline. Is the OpenGL community doing the same? I've noticed in all the tutorials I find, there's the PIXELFORMATDESCRIPTOR, with what looks like a lot of fixed-function settings. Is there a clean way to work around this, or should I just forget all those values? Is there any reason I should use it, and if I shouldn't, what are my guidelines for not doing so.

As people above said, OpenGL is moving away from the fixed function pipeline. However, PIXELFORMATDESCRIPTOR has nothing to do with OpenGL, nor with the fixed function pipeline. It's simply a Win32 structure used to define the pixel format of a rendering window.

Quote:
Original post by jbizzler
3. I've noticed the WGL stuff only works in WindowProc. Why is this?

It isn't. WGL functions work fine outside of a WinProc.

Quote:
Original post by jbizzler
What if I set up an HDC and HGLRC, make them current, but never use them because my app also supports Direct3D. Would this hurt anything?

That would be very bad. Either use OGL, or use D3D. Do not partially initialize one, and then continue with the other. This will seriously mess things up. OGL and D3D are mutually exclusive within the same application. They cannot be used simultaneously.

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1.) BAD NEWS: Unfortunately, because of the old "spec only" mentality, the current way versioning works in the API is based on the platform's implementation. For Windows, Microsoft has kept it lagging behind at OGL v1.2 for ages. And the only way to access functions of newer versions is through a slightly messy process of identifying whether the extension is supported or not by searching through a large string of available extensions on your platform. Then, manually loading all the functions associated with it via the clunky "wglGetProcAddress()". Before doing that, you'd also have to have downloaded the "glext.h" header file from opengl.org and included it in your project.

GOOD NEWS: The GLEW and GLEE libraries make this pitifully easy to work around. GLEE just loads every available extension, while GLEW lets you pick and choose the extensions you want, and/or the version of OGL you want via macros. Fortunately, the newer, more involved mentality of OpenGL promises to make the process less troublesome in future versions.

2.) The new "lean and mean" version of OGL, code-named Longs Peak, will be removing all the fixed-function capabilities and layering them on top of the core functionality.

As a clarification, the PIXELFORMATDESCRIPTOR, and the wgl* functions are part of how you configure Windows to receive and display drawing commands from OGL. It's somewhat akin to setting up the caps in D3D. Similarly, you're also setting up HDC (device context) and HGLRC (rendering context), which may look a little different, but is the same idea.

For a better idea of all this, check out NeHe's tutorials @ http://nehe.gamedev.net/ .

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I didn't know OpenGL was so active. These soon-to-be updates sound very exciting. How will they end up on my system, though? Will my graphics card just have a driver update, and I access it through extensions, or will they release their own SDK outside of the Windows SDK?

wglMakeCurrent fails if I do it anywhere outside of WindowProc's WM_CREATE. I don't know why.

If I start programming now, how different will any OpenGL future updates be? I want the cleanest, forward-looking implementation possible. Docs on OpenGL from 2000 don't look much different than they do now.

Okay, so PIXELFORMATDESCRIPTOR is a Windows thing? How does all its info affect OpenGL though? I haven't looked too deep, but why does it have stuff for depth and stencil buffers? Shoudl I just set these to zero and control them myself like I would with Direct3D 10, or do they have to match?

The extension/specs idealogy is going to take some getting used to. I just feel like when I'm reading a tutorial, like I don't know if it's the most modern, politically correct way of doing things.

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Right now, all updates are in driver revisions. The way forward for the new version is currently unclear, however the hope is that Khronos will release a lib/header set for people to link to for each platform; updates and hardware functionality will come in drivers still; the lib is likely to be a stub which just lets you talk to the hardware.

The new version (Longs Peak or LP) is going to be VERY different from the OpenGL people are used to; gone (or "emulated") are all the 'nice' functions such as glVertex, instead everything is buffers of data; however this is a Good Thing(tm) as it represents how the hardware works better which means better speed [smile]

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Some info on using GL 2.0 here, how to use it, etc.
http://www.opengl.org/wiki/index.php/Main_Page

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Okay, so I'm not the only one hoping for a header/static library package. I'd feel much cleaner that way.

Thanks everyone. I feel I have a better understandig of the world now.

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