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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 Switching to Ortho in list and picking, how?

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Hi all, is there a way that I can make a textured squad list which I render in 2D / ortho and the rest of the quad lists I render in my program in perspective view? When I run the following (stripped) code the 2d squad list is rendered in 2D but I cannot pick any of the objects after it. Who can I render some objects in 2D, some in 3D and still be able to pick the objects? Can someone please help me with this?
void OrthoList()
{
    m_lstOrtoList = glGenLists(1);
    glNewList(m_lstOrthoList, GL_COMPILE);

    glPushMatrix();
	
    /////////////////////////////////////////////////////////////
    // Switch to an orthographic-view (non-perspiective) matrix.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0, 25.0, 25.0, 0.0, -1.0, 1.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    /////////////////////////////////////////////////////////////

    glBindTexture(GL_TEXTURE_2D, m_unTextures[7]);
    glEnable(GL_TEXTURE_2D);

    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
        glTexCoord2f(0.0f, 1.0f); glVertex2f((GLfloat)dX1, (GLfloat)dY1);
        glTexCoord2f(1.0f, 1.0f); glVertex2f((GLfloat)dX2, (GLfloat)dY2);
        glTexCoord2f(1.0f, 0.0f); glVertex2f((GLfloat)dX3, (GLfloat)dY3);
        glTexCoord2f(0.0f, 0.0f); glVertex2f((GLfloat)dX4, (GLfloat)dY4);
    glEnd();

    glDisable(GL_TEXTURE_2D);

    /////////////////////////////////////////////////////////////
    // Switch to a perspective-view matrix.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, m_dViewAspect, 0.1f, 500.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    /////////////////////////////////////////////////////////////

    glPopMatrix();

    glEndList();
}

void DrawOpenGLScene(HWND hWnd)
{
    ReleaseDC(hWnd, m_hDC);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    glCallList(lst1);
    glCallList(lst2);
    glCallList(lst3);

    OrthoList();
    glCallList(lstOrtoList);

}

// Picking method
#define BUFSIZE 512
GLuint	selectBuf[BUFSIZE];
static LRESULT OnLButtonDown(HWND hWnd, UINT nFlags, POINT point)
{
	//Selection Buffer
	GLuint selectBuf[BUFSIZE];
	//Number of Objects that we clicked on
	int hits;

	//create a viewport just for the selection
	int viewport[4]; //0 - x, y - 1, length - 2, width - 3

	//	//set the viewport to the size and location of the screen
	//	glGetIntegerv( GL_VIEWPORT, viewport );
	//set the viewport to the size and location of the screen
	glGetIntegerv( GL_VIEWPORT, viewport );
	//Tell OpenGL to use our array for selection
	glSelectBuffer(BUFSIZE, selectBuf);

	//put openGL in selection mode;
	glRenderMode( GL_SELECT );

	//initialize the name stack
	glInitNames();
	//push at least one entry on to the stack
	glPushName(0);

	//Now we're restricting drawing to just under the cursor.  We need the projection matrix
	//for this.  Push it to the stack then reset the new matrix with load identity
	glMatrixMode( GL_PROJECTION );
	glPushMatrix();
	glLoadIdentity();


	//Now restrict drawing using gluPickMatrix().  The first parameter is our current 
	//mouse position on the x-axis, the second is the current mouse y axis.  Then the width
	//and height of the picking region.  Finally the current viewport indicates the current boundries.
	//mouse_x and y are the center of the picking region.
	gluPickMatrix((GLdouble) point.x, (GLdouble)(viewport[3]-point.y), 1.0, 1.0, viewport );


	//gluPerspective will restrict the drawing to the area requestd by gluPickmatrix()
	//gluPerspective( 45.0f, (viewport[2] - viewport[0]) / (viewport[3] - viewport[ 1 ]), 0.1f, 100.0f );
	gluPerspective( 45.0f, m_gldAspect, 0.1f, 500.0f );

	//set the modelview to render our targets properly
	glMatrixMode( GL_MODELVIEW );
	// "render" the targets to our modelview
	DrawOpenGLScene(hWnd);
	glMatrixMode( GL_PROJECTION );
	glPopMatrix();
	glMatrixMode( GL_MODELVIEW );

	//find out how many objects we hit
	hits = glRenderMode( GL_RENDER );

	//as long as we have more than 0, we select the first object drawn to the area.
	if( hits != 0 )
	{
		int	choose = selectBuf[3];									// Make Our Selection The First Object
		int depth = selectBuf[1];									// Store How Far Away It Is 

		for (int loop = 1; loop < hits; loop++)						// Loop Through All The Detected Hits
		{
			// If This Object Is Closer To Us Than The One We Have Selected
			if (selectBuf[loop*4+1] < GLuint(depth))
			{
				choose = selectBuf[loop*4+3];						// Select The Closer Object
				depth = selectBuf[loop*4+1];						// Store How Far Away It Is
			}
		}
	}

	return TRUE;
}

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Thanks for the reply!

How will color picking work when I render a list two times? Also when I have shading the color is not comparable right?

Is there maybe an other way to display a sort of GUI in 2D in a 3D world?

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pop the matrix after doing the ortho, then push it again to do the perspective.

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