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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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Ok go to Tools->Check for Updates

Select the mirror to devpacks

find opengl


Then you can just do a "Create New Project/Multimedia/OpenGL"

Then copy your .lib stuff.

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Quote:
Original post by ChrisPearce
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.


Hey, thanks a lot. That fixed it up nicely.

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Hei , i'm having the same problem . What's a manifest , where do i find it ?
Some hints please.

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Quote:
Original post by dododeu
Hei , i'm having the same problem . What's a manifest , where do i find it ?
Some hints please.


A manifest file for your build should be found in the "<Project Name>/Release" directory, under the name of "<Project Name>.exe.intermediate.manifest" and would contain something like the following:
<?xml version='1.0' encoding='UTF-8' standalone='yes'?>
<assembly xmlns='urn:schemas-microsoft-com:asm.v1' manifestVersion='1.0'>
<dependency>
<dependentAssembly>
<assemblyIdentity type='win32' name='Microsoft.VC80.CRT' version='8.0.50608.0' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' />
</dependentAssembly>
</dependency>
</assembly>


In some cases, when building a Release mode build, Visual Studio will include a reference to the Debug data in its Release mode manifest. In such a case it would look something like:
<?xml version='1.0' encoding='UTF-8' standalone='yes'?>
<assembly xmlns='urn:schemas-microsoft-com:asm.v1' manifestVersion='1.0'>
<dependency>
<dependentAssembly>
<assemblyIdentity type='win32' name='Microsoft.VC80.DebugCRT' version='8.0.50608.0' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' />
</dependentAssembly>
</dependency>
<dependency>
<dependentAssembly>
<assemblyIdentity type='win32' name='Microsoft.VC80.CRT' version='8.0.50608.0' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' />
</dependentAssembly>
</dependency>
</assembly>


In such a case, you should need only remove the:
  <dependency>
<dependentAssembly>
<assemblyIdentity type='win32' name='Microsoft.VC80.DebugCRT' version='8.0.50608.0' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' />
</dependentAssembly>
</dependency>


Part and then rebuild the solution in Visual Studio. It doesn't always seem to want to play ball though and will sometimes complain about an invalid manifest file. In such situations I know no other solution than to clean and rebuild and try again.

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The simplest solution is just to link against the static lib version of the runtime instead of the DLL version. Right click your project, go to Properties->C/C++->Code Generation->Runtime Library. Set the option to Multithreaded Debug (/MTd) for your Debug config and Multithreaded (/MT) for Release.

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      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By reenigne
      For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials
      I also run grhmedia.com where I host the projects and code for the tutorials I have online.
      Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month.

      Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views.
      Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags.

      At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. 

      I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. 
      I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site.

      I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month.
      I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like.
      I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month.
      Maybe another fee if it is related but not directly in the content. 
      The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process.

      So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable?
      Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea.

      I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos. 
    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
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