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      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.
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      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.
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    • 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 GLFW & Dev-Cpp (Also a Visual Studio issue)

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Hey, I'm trying to get GLFW working with Dev-Cpp because I would like to use it for a project I am working on. I had originally got it setup with Visual Studio 2005 and it was compiling fine, the problem was that when I sent the .exe file to my friend to test it, it generated an error (This application has failed to start because the application configuration is incorrectly) on launch. Even downloading and installing the Microsoft Visual C++ 2005 Redistributable Package failed to fix the problem so instead I set about trying to get Dev-Cpp set up with GLFW and this is where I have ran into difficulties. I am getting errors when trying to compile my code:
Quote:
/mingw/lib/crt2.o(.text+0x167):crt1.c: undefined reference to `__cpu_features_init' main.o(.text+0x32):main.cpp: undefined reference to `glfwInit' main.o(.text+0x7e):main.cpp: undefined reference to `glfwOpenWindow' main.o(.text+0x87):main.cpp: undefined reference to `glfwTerminate' main.o(.text+0x9c):main.cpp: undefined reference to `glfwSetWindowTitle' main.o(.text+0xac):main.cpp: undefined reference to `glfwSwapBuffers' main.o(.text+0xb8):main.cpp: undefined reference to `glfwGetKey' main.o(.text+0xc8):main.cpp: undefined reference to `glfwGetWindowParam' main.o(.text+0xda):main.cpp: undefined reference to `glfwTerminate' main.o(.text+0xff):main.cpp: undefined reference to `glfwGetTime' main.o(.text+0x114):main.cpp: undefined reference to `glfwGetWindowSize' main.o(.text+0x143):main.cpp: undefined reference to `glViewport@16' main.o(.text+0x16e):main.cpp: undefined reference to `glClearColor@16' main.o(.text+0x17d):main.cpp: undefined reference to `glClear@4' main.o(.text+0x18c):main.cpp: undefined reference to `glMatrixMode@4' main.o(.text+0x194):main.cpp: undefined reference to `glLoadIdentity@0' main.o(.text+0x1be):main.cpp: undefined reference to `gluPerspective@32' main.o(.text+0x1cd):main.cpp: undefined reference to `glMatrixMode@4' main.o(.text+0x1d5):main.cpp: undefined reference to `glLoadIdentity@0' main.o(.text+0x213):main.cpp: undefined reference to `gluLookAt@72' main.o(.text+0x24a):main.cpp: undefined reference to `glRotatef@16' main.o(.text+0x259):main.cpp: undefined reference to `glBegin@4' main.o(.text+0x27b):main.cpp: undefined reference to `glColor3f@12' main.o(.text+0x29d):main.cpp: undefined reference to `glVertex3f@12' main.o(.text+0x2bf):main.cpp: undefined reference to `glColor3f@12' main.o(.text+0x2e1):main.cpp: undefined reference to `glVertex3f@12' main.o(.text+0x303):main.cpp: undefined reference to `glColor3f@12' main.o(.text+0x325):main.cpp: undefined reference to `glVertex3f@12' main.o(.text+0x32d):main.cpp: undefined reference to `glEnd@0'
I have added the following files (the same files I added is Visual Studio) to the linker section on the Dev-Cpp project options section: - GLFW.lib - OpenGL32.lib - GLU32.lib - User32.lib I'm wondering if anyone knows how to fix either: - The errors in Dev-Cpp, or - Preferably, make it so I can compile my code using Visual Studio without getting that error when someone without Visual Studio tries to run the application. (This is the full version of Visual Studio 2005, NOT the Express Edition). [Edited by - MrDoom on November 1, 2007 3:07:04 PM]

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Dev-C++ uses mingw to compile on Windows. Unless something has changed recently, mingw cannot consume .lib libraries. It needs .a libraries which are often distributed as "devpaks" which can be found online.

What was the actual problem you were having with VS? Was there a specific error message? Generally installing the redistributable package fixes those. Dev-C++ is sub-par and really shouldn't be used, especially when you have a paid version of VS available.

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There was no error on any of my PCs because they all have Visual Studio installed.

I got my friend to test out the .exe (built using both "Debug" and "Release" mode) and on both occasions, it gave this error:


I even got them to install the Microsoft Visual C++ 2005 Redistributable Package but still nothing changed (I don't know if you have to reboot your computer after installing that for it to take effect).

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I dug out one of my XP machines that doesn't have visual studio installed and checked it on that.

Same error as above, even with the Visual C++ Redist and a reboot afterwards.

I also checked with some other work I had been doing in Visual Studio and in all cases the .exe would fail to run with the same message.

Seems it's something crappy about Visual Studio then. Anyone got any suggestions?

EDIT
Looking in the system log, it has this additional information:
"Dependant Assembly Microsoft.VC80.DebugCRT could not be found and the last error was The referenced assembly is not installed on your system."

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Quote:
Original post by MrDoom
Hey, I'm trying to get GLFW working with Dev-Cpp because I would like to use it for a project I am working on.


First, you will need to download and install the GLFW DevPak for Dev-Cpp. To download, you can get it from the devpak repository. Once you have it downloaded, open up Dev-Cpp. Click on the Tools menu item and then the Package Manager item. In the new window that opens, the Package Manager, click on the Install button in the main toolbar. Select the GLFW devpak you just downloaded and click though the installation process. The devpak is now installed.

Now that GLFW is installed for DevCpp, you need to setup your project to use it. Create a console project to start out your development project. Paste in the following:

#include <cstdlib>
#include <gl/glfw.h>

using namespace std;

int main(int argc, char *argv[])
{
if(glfwInit() != GL_TRUE)
{
return EXIT_FAILURE;
}

glfwTerminate();

system("PAUSE");
return EXIT_SUCCESS;
}



If you try and compile, you will see the following errors:

[Linker error] undefined reference to `glfwInit'
[Linker error] undefined reference to `glfwTerminate'
ld returned 1 exit status
D:\Dev-Cpp\projects\glfw2\Makefile.win [Build Error] [GLFW.exe] Error 1



This is because you have not yet linked in the library files for GLFW (and subsequently OpenGL). Visual Studio uses .lib files. DevCpp uses .a files since it uses a port of the GCC compiler. Note that they are prefixed with the string "lib", so on Windows, GLFW would be "glfw.lib". On DevCpp, it would use "libglfw.a". Keep this naming convention in mind.

To link in the correct libraries, first click on Project and go to Project Options. Click on the Parameters tab. On the 3rd box, Linker, you will need to add in the libraries for your project. The two you need are:
libglfw.a
libopengl32.a


Click on the Add Library or Object button and naviagate to your Dev-Cpp Lib folder. Select the two libraries. Mine ended up looking like:

../../lib/libglfw.a
../../lib/libopengl32.a


Once that is done, close the open windows and recompile. Your program should compile and run correctly. If it does not you need to copy your "glfw.dll" file into your project folder or into your Windows system directory.

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Thanks, I'm still getting a linker error though.

Quote:
[Linker error] undefined reference to `__cpu_features_init'

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Googling __cpu_features_init seems to return some promising links. Have you tried any of those? It seems a common way to fix this is either to reinstall Dev-Cpp, or uninstalling another MinGW installation.

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/me slaps himself.

Man, I feel so stupid not trying Google *hangs head in shame*

Removing my second install of MinGW fixed that last problem up nicely and it's now compiling fine.

Thanks to everyone who helped. Of course, if anyone knows how to get Visual Studio to behave I'd be happy to hear it since that error also appears with some of my other projects as well.

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I had the same problem with visual studio. In the end the problem was that the manifest included a reference to the DEBUG CRT DLLS as well as the release DLLs. To I just deleted the reference to the debug dll from the manifest, deployed that alongside the exe, and ran the vc_redist installer on the target computer, and it worked.

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