• Advertisement
Sign in to follow this  

OpenGL Textures missing?

This topic is 3463 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I cannot seem to figure out why the textures won't display. So far all I get is a white quad. Here is the render function
int MENU_STATE::render(){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// Clear The Screen And The Depth Buffer
	glLoadIdentity();											// Reset The Modelview Matrix
	glEnable(GL_TEXTURE_2D);
	glColor3ub(255,255,255);
	glBindTexture(GL_TEXTURE_2D, texture[1].texID);			// ( CHANGE )
	glBegin(GL_QUADS);							// Start Drawing Quad
		glTexCoord2f(roll+0.0f, 0.0f); glVertex2f(0,  0);	// Bottom left
		glTexCoord2f(roll+0.0f, 1.0f); glVertex2f(0, Height);	// Bottom Right
		glTexCoord2f(roll+1.0f, 1.0f); glVertex2f(Width, Height);	// Top right
		glTexCoord2f(roll+1.0f, 0.0f); glVertex2f(Width, 0);	// Top left
	glEnd();
	glBindTexture(GL_TEXTURE_2D, texture[0].texID);			// ( CHANGE )
	glBegin(GL_QUADS);							// Start Drawing Quads
		glTexCoord2f(0.0f, 1.0f); glVertex2f((Width/3),  (Height/3));	// Top left
		glTexCoord2f(0.0f, 0.0f); glVertex2f((Width/3), (Height*(.8f)) );	// Bottom left
		glTexCoord2f(1.0f, 0.0f); glVertex2f(((.6f)*Width), (Height*(.8f)) );	// Bottom right
		glTexCoord2f(1.0f, 1.0f); glVertex2f(((.6f)*Width), (Height/3));	// Top right
	glEnd();
	glLineWidth(2.3f);
	glDisable(GL_TEXTURE_2D);
	glBegin(GL_LINE_LOOP);
		glColor3ub(Ycolor,Ycolor,0);			// yellow
		glVertex2f((Width/2.55f),  (Height/1.68f)+yOffset);	// Top left
		glVertex2f((Width/2.55f), (Height*(.625f))+yOffset);	// Bottom left
		glVertex2f(((.535f)*Width), (Height*(.625f))+yOffset);	// Bottom right
		glVertex2f(((.535f)*Width), (Height/1.68f)+yOffset);	// Top right
	glEnd();
	return 0;
	};

And here is the function that loads the texture
MENU_STATE::MENU_STATE(){
	selector=0, max_selector=4;
	Ycolor = 255;
	Width=640, Height=480;
	roll=0;									// Rolling Texture
	colordown=true;
	yOffset=0;
	change=false;

	int Status=FALSE;											// Status Indicator

	// Load The Bitmap, Check For Errors.
	if (LoadTGA(&texture[0], "Data/Menu_Copy.tga") &&
		LoadTGA(&texture[1], "Data/cloud_bg copy.tga"))
	{
		Status=TRUE;
		for (int loop=0; loop<2; loop++)						// Loop Through Both Textures
		{
			// Typical Texture Generation Using Data From The TGA ( CHANGE )
			glGenTextures(1, &texture[loop].texID);				// Create The Texture ( CHANGE )
			glBindTexture(GL_TEXTURE_2D, texture[loop].texID);
			glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

			if (texture[loop].imageData)						// If Texture Image Exists ( CHANGE )
			{
				free(texture[loop].imageData);					// Free The Texture Image Memory ( CHANGE )
			}
		}
	}
}	

The thing is it should display it but I have no idea why it doesn't. It loads it into the memory as far as I can tell, but then draws a white screen. *on a side note* when functionA changes the state of opengl does functionB also get affected by the change? eg. functionA turns off blending and then functionA returns nothing is blending still turned off for functionB?

Share this post


Link to post
Share on other sites
Advertisement
I could be wrong about this, but I think the problem is that you never call glEnable(GL_TEXTURE_2D) in MENU_STATE::MENU_STATE

Share this post


Link to post
Share on other sites
I don't like the look of this:

glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);





I'm not sure that the BPP / 8 will give a correct format parameter. Try sticking GL_RGB in there.

EDIT: Just a small thought, I seem to remember problems with calling glTexImage2D before setting the filter parameters. Try setting the filters before the glTexImage2D.

Share this post


Link to post
Share on other sites
Deadstar the code worked before and I pretty much ripped it to the same thing.

Here is the old code
Initialize function

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Enable Alpha Blending (disable alpha testing)
glEnable(GL_BLEND); // Enable Blending (disable alpha testing)
return TRUE; // Initialization Went OK
}



heres the actual drawing

int RenderMenustate(DWORD ElapsedTime){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The Modelview Matrix
glColor3ub(255,255,255);
glBindTexture(GL_TEXTURE_2D, texture[1].texID); // ( CHANGE )
glBegin(GL_QUADS); // Start Drawing Quads

glTexCoord2f(roll+0.0f, 0.0f); glVertex2f(0, 0); // Bottom left
glTexCoord2f(roll+0.0f, 1.0f); glVertex2f(0, Height); // Bottom Right
glTexCoord2f(roll+1.0f, 1.0f); glVertex2f(Width, Height); // Top right
glTexCoord2f(roll+1.0f, 0.0f); glVertex2f(Width, 0); // Top left
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[0].texID); // ( CHANGE )
glBegin(GL_QUADS); // Start Drawing Quads
glTexCoord2f(0.0f, 1.0f); glVertex2f((Width/3), (Height/3)); // Top left
glTexCoord2f(0.0f, 0.0f); glVertex2f((Width/3), (Height*(.8f)) ); // Bottom left
glTexCoord2f(1.0f, 0.0f); glVertex2f(((.6f)*Width), (Height*(.8f)) ); // Bottom right
glTexCoord2f(1.0f, 1.0f); glVertex2f(((.6f)*Width), (Height/3)); // Top right
glEnd();

glLineWidth(2.3f);
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINE_LOOP);
glColor3ub(Ycolor,Ycolor,0); // yellow
glVertex2f((Width/2.55f), (Height/1.68f)+yOffset); // Top left
glVertex2f((Width/2.55f), (Height*(.625f))+yOffset); // Bottom left
glVertex2f(((.535f)*Width), (Height*(.625f))+yOffset); // Bottom right
glVertex2f(((.535f)*Width), (Height/1.68f)+yOffset); // Top right
glEnd();
glEnable(GL_TEXTURE_2D);

roll+=0.033f/(ElapsedTime); // Increase Our Texture Roll Variable

if(colordown==true){
Ycolor-=1; //takes one away from Ycolor to make it fade
}
if(colordown==false){
Ycolor+=1; //Adds one to Ycolor to brighten
}

if(Ycolor<=100){ //Makes sure that we don't go too low or too high with the color values
colordown=false;
}
if(Ycolor>=255){
colordown=true;
}

if (roll>1.0f) // Is Roll Greater Than One
{
roll-=1.0f; // Subtract 1 From Roll
}
return TRUE; // Keep Going
}



And here is my load function


int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator

// Load The Bitmap, Check For Errors.
if (LoadTGA(&texture[0], "Data/Menu_Copy.tga") &&
LoadTGA(&texture[1], "Data/cloud_bg copy.tga"))
{
Status=TRUE; // Set The Status To TRUE

for (int loop=0; loop<2; loop++) // Loop Through Both Textures
{
// Typical Texture Generation Using Data From The TGA ( CHANGE )
glGenTextures(1, &texture[loop].texID); // Create The Texture ( CHANGE )
glBindTexture(GL_TEXTURE_2D, texture[loop].texID);
glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

if (texture[loop].imageData) // If Texture Image Exists ( CHANGE )
{
free(texture[loop].imageData); // Free The Texture Image Memory ( CHANGE )
}
}
}
return Status; // Return The Status
}


Share this post


Link to post
Share on other sites
Try GLintercept. It will dump a log in your application folder and tell you if there are errors.

Share this post


Link to post
Share on other sites
Here is what GLintercept said about my window.


GL Intercept Log. Version : 0.5 Compile Date: Dec 3 2005 Run on: Tue Jul 29 02:24:07 2008

===================================================
Function glGenTextures is being called before context creation
Call to glGenTextures made outside of context/init
Function glBindTexture is being called before context creation
Call to glBindTexture made outside of context/init
Function glTexImage2D is being called before context creation
Call to glTexImage2D made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glGenTextures is being called before context creation
Call to glGenTextures made outside of context/init
Function glBindTexture is being called before context creation
Call to glBindTexture made outside of context/init
Function glTexImage2D is being called before context creation
Call to glTexImage2D made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glClearColor is being called before context creation
Call to glClearColor made outside of context/init
Function glClearDepth is being called before context creation
Call to glClearDepth made outside of context/init
Function glDepthFunc is being called before context creation
Call to glDepthFunc made outside of context/init
Function glShadeModel is being called before context creation
Call to glShadeModel made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glBlendFunc is being called before context creation
Call to glBlendFunc made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glGenTextures is being called before context creation
Call to glGenTextures made outside of context/init
Function glBindTexture is being called before context creation
Call to glBindTexture made outside of context/init
Function glTexImage2D is being called before context creation
Call to glTexImage2D made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glGenTextures is being called before context creation
Call to glGenTextures made outside of context/init
Function glBindTexture is being called before context creation
Call to glBindTexture made outside of context/init
Function glTexImage2D is being called before context creation
Call to glTexImage2D made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glTexParameteri is being called before context creation
Call to glTexParameteri made outside of context/init
Function glClearColor is being called before context creation
Call to glClearColor made outside of context/init
Function glClearDepth is being called before context creation
Call to glClearDepth made outside of context/init
Function glDepthFunc is being called before context creation
Call to glDepthFunc made outside of context/init
Function glShadeModel is being called before context creation
Call to glShadeModel made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
Function glBlendFunc is being called before context creation
Call to glBlendFunc made outside of context/init
Function glEnable is being called before context creation
Call to glEnable made outside of context/init
ConfigParser::Parse - Unable to open file D:\Projects\Lesson33\Release\gliConfig.ini
ConfigData::ReadConfigData - Unable to read config data file - D:\Projects\Lesson33\Release\gliConfig.ini
FunctionParser::Parse - Unable to open file gliIncludes.h
Diagnostic: Unknown function glBegin being logged.
Diagnostic: Unknown function glEnd being logged.
Diagnostic: Unknown function glNewList being logged.
Diagnostic: Unknown function glEndList being logged.
Diagnostic: Unknown function glGetError being logged.
Diagnostic: Unknown function glClearIndex being logged.
Diagnostic: Unknown function glClearColor being logged.
Diagnostic: Unknown function glClear being logged.
Diagnostic: Unknown function glIndexMask being logged.
Diagnostic: Unknown function glColorMask being logged.
Diagnostic: Unknown function glAlphaFunc being logged.
Diagnostic: Unknown function glBlendFunc being logged.
Diagnostic: Unknown function glLogicOp being logged.
Diagnostic: Unknown function glCullFace being logged.
Diagnostic: Unknown function glFrontFace being logged.
Diagnostic: Unknown function glPointSize being logged.
Diagnostic: Unknown function glLineWidth being logged.
Diagnostic: Unknown function glLineStipple being logged.
Diagnostic: Unknown function glPolygonMode being logged.
Diagnostic: Unknown function glPolygonOffset being logged.
Diagnostic: Unknown function glPolygonStipple being logged.
Diagnostic: Unknown function glGetPolygonStipple being logged.
Diagnostic: Unknown function glEdgeFlag being logged.
Diagnostic: Unknown function glEdgeFlagv being logged.
Diagnostic: Unknown function glScissor being logged.
Diagnostic: Unknown function glClipPlane being logged.
Diagnostic: Unknown function glGetClipPlane being logged.
Diagnostic: Unknown function glDrawBuffer being logged.
Diagnostic: Unknown function glReadBuffer being logged.
Diagnostic: Unknown function glEnable being logged.
Diagnostic: Unknown function glDisable being logged.
Diagnostic: Unknown function glIsEnabled being logged.
Diagnostic: Unknown function glEnableClientState being logged.
Diagnostic: Unknown function glDisableClientState being logged.
Diagnostic: Unknown function glGetBooleanv being logged.
Diagnostic: Unknown function glGetDoublev being logged.
Diagnostic: Unknown function glGetFloatv being logged.
Diagnostic: Unknown function glGetIntegerv being logged.
Diagnostic: Unknown function glPushAttrib being logged.
Diagnostic: Unknown function glPopAttrib being logged.
Diagnostic: Unknown function glPushClientAttrib being logged.
Diagnostic: Unknown function glPopClientAttrib being logged.
Diagnostic: Unknown function glRenderMode being logged.
Diagnostic: Unknown function glGetString being logged.
Diagnostic: Unknown function glFinish being logged.
Diagnostic: Unknown function glFlush being logged.
Diagnostic: Unknown function glHint being logged.
Diagnostic: Unknown function glClearDepth being logged.
Diagnostic: Unknown function glDepthFunc being logged.
Diagnostic: Unknown function glDepthMask being logged.
Diagnostic: Unknown function glDepthRange being logged.
Diagnostic: Unknown function glClearAccum being logged.
Diagnostic: Unknown function glAccum being logged.
Diagnostic: Unknown function glMatrixMode being logged.
Diagnostic: Unknown function glOrtho being logged.
Diagnostic: Unknown function glFrustum being logged.
Diagnostic: Unknown function glViewport being logged.
Diagnostic: Unknown function glPushMatrix being logged.
Diagnostic: Unknown function glPopMatrix being logged.
Diagnostic: Unknown function glLoadIdentity being logged.
Diagnostic: Unknown function glLoadMatrixd being logged.
Diagnostic: Unknown function glLoadMatrixf being logged.
Diagnostic: Unknown function glMultMatrixd being logged.
Diagnostic: Unknown function glMultMatrixf being logged.
Diagnostic: Unknown function glRotated being logged.
Diagnostic: Unknown function glRotatef being logged.
Diagnostic: Unknown function glScaled being logged.
Diagnostic: Unknown function glScalef being logged.
Diagnostic: Unknown function glTranslated being logged.
Diagnostic: Unknown function glTranslatef being logged.
Diagnostic: Unknown function glIsList being logged.
Diagnostic: Unknown function glDeleteLists being logged.
Diagnostic: Unknown function glGenLists being logged.
Diagnostic: Unknown function glCallList being logged.
Diagnostic: Unknown function glCallLists being logged.
Diagnostic: Unknown function glListBase being logged.
Diagnostic: Unknown function glVertex2d being logged.
Diagnostic: Unknown function glVertex2f being logged.
Diagnostic: Unknown function glVertex2i being logged.
Diagnostic: Unknown function glVertex2s being logged.
Diagnostic: Unknown function glVertex3d being logged.
Diagnostic: Unknown function glVertex3f being logged.
Diagnostic: Unknown function glVertex3i being logged.
Diagnostic: Unknown function glVertex3s being logged.
Diagnostic: Unknown function glVertex4d being logged.
Diagnostic: Unknown function glVertex4f being logged.
Diagnostic: Unknown function glVertex4i being logged.
Diagnostic: Unknown function glVertex4s being logged.
Diagnostic: Unknown function glVertex2dv being logged.
Diagnostic: Unknown function glVertex2fv being logged.
Diagnostic: Unknown function glVertex2iv being logged.
Diagnostic: Unknown function glVertex2sv being logged.
Diagnostic: Unknown function glVertex3dv being logged.
Diagnostic: Unknown function glVertex3fv being logged.
Diagnostic: Unknown function glVertex3iv being logged.
Diagnostic: Unknown function glVertex3sv being logged.
Diagnostic: Unknown function glVertex4dv being logged.
Diagnostic: Unknown function glVertex4fv being logged.
Diagnostic: Unknown function glVertex4iv being logged.
Diagnostic: Unknown function glVertex4sv being logged.
Diagnostic: Unknown function glNormal3b being logged.
Diagnostic: Unknown function glNormal3d being logged.
Diagnostic: Unknown function glNormal3f being logged.
Diagnostic: Unknown function glNormal3i being logged.
Diagnostic: Unknown function glNormal3s being logged.
Diagnostic: Unknown function glNormal3bv being logged.
Diagnostic: Unknown function glNormal3dv being logged.
Diagnostic: Unknown function glNormal3fv being logged.
Diagnostic: Unknown function glNormal3iv being logged.
Diagnostic: Unknown function glNormal3sv being logged.
Diagnostic: Unknown function glIndexd being logged.
Diagnostic: Unknown function glIndexf being logged.
Diagnostic: Unknown function glIndexi being logged.
Diagnostic: Unknown function glIndexs being logged.
Diagnostic: Unknown function glIndexub being logged.
Diagnostic: Unknown function glIndexdv being logged.
Diagnostic: Unknown function glIndexfv being logged.
Diagnostic: Unknown function glIndexiv being logged.
Diagnostic: Unknown function glIndexsv being logged.
Diagnostic: Unknown function glIndexubv being logged.
Diagnostic: Unknown function glColor3b being logged.
Diagnostic: Unknown function glColor3d being logged.
Diagnostic: Unknown function glColor3f being logged.
Diagnostic: Unknown function glColor3i being logged.
Diagnostic: Unknown function glColor3s being logged.
Diagnostic: Unknown function glColor3ub being logged.
Diagnostic: Unknown function glColor3ui being logged.
Diagnostic: Unknown function glColor3us being logged.
Diagnostic: Unknown function glColor4b being logged.
Diagnostic: Unknown function glColor4d being logged.
Diagnostic: Unknown function glColor4f being logged.
Diagnostic: Unknown function glColor4i being logged.
Diagnostic: Unknown function glColor4s being logged.
Diagnostic: Unknown function glColor4ub being logged.
Diagnostic: Unknown function glColor4ui being logged.
Diagnostic: Unknown function glColor4us being logged.
Diagnostic: Unknown function glColor3bv being logged.
Diagnostic: Unknown function glColor3dv being logged.
Diagnostic: Unknown function glColor3fv being logged.
Diagnostic: Unknown function glColor3iv being logged.
Diagnostic: Unknown function glColor3sv being logged.
Diagnostic: Unknown function glColor3ubv being logged.
Diagnostic: Unknown function glColor3uiv being logged.
Diagnostic: Unknown function glColor3usv being logged.
Diagnostic: Unknown function glColor4bv being logged.
Diagnostic: Unknown function glColor4dv being logged.
Diagnostic: Unknown function glColor4fv being logged.
Diagnostic: Unknown function glColor4iv being logged.
Diagnostic: Unknown function glColor4sv being logged.
Diagnostic: Unknown function glColor4ubv being logged.
Diagnostic: Unknown function glColor4uiv being logged.
Diagnostic: Unknown function glColor4usv being logged.
Diagnostic: Unknown function glTexCoord1d being logged.
Diagnostic: Unknown function glTexCoord1f being logged.
Diagnostic: Unknown function glTexCoord1i being logged.
Diagnostic: Unknown function glTexCoord1s being logged.
Diagnostic: Unknown function glTexCoord2d being logged.
Diagnostic: Unknown function glTexCoord2f being logged.
Diagnostic: Unknown function glTexCoord2i being logged.
Diagnostic: Unknown function glTexCoord2s being logged.
Diagnostic: Unknown function glTexCoord3d being logged.
Diagnostic: Unknown function glTexCoord3f being logged.
Diagnostic: Unknown function glTexCoord3i being logged.
Diagnostic: Unknown function glTexCoord3s being logged.
Diagnostic: Unknown function glTexCoord4d being logged.
Diagnostic: Unknown function glTexCoord4f being logged.
Diagnostic: Unknown function glTexCoord4i being logged.
Diagnostic: Unknown function glTexCoord4s being logged.
Diagnostic: Unknown function glTexCoord1dv being logged.
Diagnostic: Unknown function glTexCoord1fv being logged.
Diagnostic: Unknown function glTexCoord1iv being logged.
Diagnostic: Unknown function glTexCoord1sv being logged.
Diagnostic: Unknown function glTexCoord2dv being logged.
Diagnostic: Unknown function glTexCoord2fv being logged.
Diagnostic: Unknown function glTexCoord2iv being logged.
Diagnostic: Unknown function glTexCoord2sv being logged.
Diagnostic: Unknown function glTexCoord3dv being logged.
Diagnostic: Unknown function glTexCoord3fv being logged.
Diagnostic: Unknown function glTexCoord3iv being logged.
Diagnostic: Unknown function glTexCoord3sv being logged.
Diagnostic: Unknown function glTexCoord4dv being logged.
Diagnostic: Unknown function glTexCoord4fv being logged.
Diagnostic: Unknown function glTexCoord4iv being logged.
Diagnostic: Unknown function glTexCoord4sv being logged.
Diagnostic: Unknown function glRasterPos2d being logged.
Diagnostic: Unknown function glRasterPos2f being logged.
Diagnostic: Unknown function glRasterPos2i being logged.
Diagnostic: Unknown function glRasterPos2s being logged.
Diagnostic: Unknown function glRasterPos3d being logged.
Diagnostic: Unknown function glRasterPos3f being logged.
Diagnostic: Unknown function glRasterPos3i being logged.
Diagnostic: Unknown function glRasterPos3s being logged.
Diagnostic: Unknown function glRasterPos4d being logged.
Diagnostic: Unknown function glRasterPos4f being logged.
Diagnostic: Unknown function glRasterPos4i being logged.
Diagnostic: Unknown function glRasterPos4s being logged.
Diagnostic: Unknown function glRasterPos2dv being logged.
Diagnostic: Unknown function glRasterPos2fv being logged.
Diagnostic: Unknown function glRasterPos2iv being logged.
Diagnostic: Unknown function glRasterPos2sv being logged.
Diagnostic: Unknown function glRasterPos3dv being logged.
Diagnostic: Unknown function glRasterPos3fv being logged.
Diagnostic: Unknown function glRasterPos3iv being logged.
Diagnostic: Unknown function glRasterPos3sv being logged.
Diagnostic: Unknown function glRasterPos4dv being logged.
Diagnostic: Unknown function glRasterPos4fv being logged.
Diagnostic: Unknown function glRasterPos4iv being logged.
Diagnostic: Unknown function glRasterPos4sv being logged.
Diagnostic: Unknown function glRectd being logged.
Diagnostic: Unknown function glRectf being logged.
Diagnostic: Unknown function glRecti being logged.
Diagnostic: Unknown function glRects being logged.
Diagnostic: Unknown function glRectdv being logged.
Diagnostic: Unknown function glRectfv being logged.
Diagnostic: Unknown function glRectiv being logged.
Diagnostic: Unknown function glRectsv being logged.
Diagnostic: Unknown function glVertexPointer being logged.
Diagnostic: Unknown function glNormalPointer being logged.
Diagnostic: Unknown function glColorPointer being logged.
Diagnostic: Unknown function glIndexPointer being logged.
Diagnostic: Unknown function glTexCoordPointer being logged.
Diagnostic: Unknown function glEdgeFlagPointer being logged.
Diagnostic: Unknown function glGetPointerv being logged.
Diagnostic: Unknown function glArrayElement being logged.
Diagnostic: Unknown function glDrawArrays being logged.
Diagnostic: Unknown function glDrawElements being logged.
Diagnostic: Unknown function glInterleavedArrays being logged.
Diagnostic: Unknown function glShadeModel being logged.
Diagnostic: Unknown function glLightf being logged.
Diagnostic: Unknown function glLighti being logged.
Diagnostic: Unknown function glLightfv being logged.
Diagnostic: Unknown function glLightiv being logged.
Diagnostic: Unknown function glGetLightfv being logged.
Diagnostic: Unknown function glGetLightiv being logged.
Diagnostic: Unknown function glLightModelf being logged.
Diagnostic: Unknown function glLightModeli being logged.
Diagnostic: Unknown function glLightModelfv being logged.
Diagnostic: Unknown function glLightModeliv being logged.
Diagnostic: Unknown function glMaterialf being logged.
Diagnostic: Unknown function glMateriali being logged.
Diagnostic: Unknown function glMaterialfv being logged.
Diagnostic: Unknown function glMaterialiv being logged.
Diagnostic: Unknown function glGetMaterialfv being logged.
Diagnostic: Unknown function glGetMaterialiv being logged.
Diagnostic: Unknown function glColorMaterial being logged.
Diagnostic: Unknown function glPixelZoom being logged.
Diagnostic: Unknown function glPixelStoref being logged.
Diagnostic: Unknown function glPixelStorei being logged.
Diagnostic: Unknown function glPixelTransferf being logged.
Diagnostic: Unknown function glPixelTransferi being logged.
Diagnostic: Unknown function glPixelMapfv being logged.
Diagnostic: Unknown function glPixelMapuiv being logged.
Diagnostic: Unknown function glPixelMapusv being logged.
Diagnostic: Unknown function glGetPixelMapfv being logged.
Diagnostic: Unknown function glGetPixelMapuiv being logged.
Diagnostic: Unknown function glGetPixelMapusv being logged.
Diagnostic: Unknown function glBitmap being logged.
Diagnostic: Unknown function glReadPixels being logged.
Diagnostic: Unknown function glDrawPixels being logged.
Diagnostic: Unknown function glCopyPixels being logged.
Diagnostic: Unknown function glStencilFunc being logged.
Diagnostic: Unknown function glStencilMask being logged.
Diagnostic: Unknown function glStencilOp being logged.
Diagnostic: Unknown function glClearStencil being logged.
Diagnostic: Unknown function glTexGend being logged.
Diagnostic: Unknown function glTexGenf being logged.
Diagnostic: Unknown function glTexGeni being logged.
Diagnostic: Unknown function glTexGendv being logged.
Diagnostic: Unknown function glTexGenfv being logged.
Diagnostic: Unknown function glTexGeniv being logged.
Diagnostic: Unknown function glGetTexGendv being logged.
Diagnostic: Unknown function glGetTexGenfv being logged.
Diagnostic: Unknown function glGetTexGeniv being logged.
Diagnostic: Unknown function glTexEnvf being logged.
Diagnostic: Unknown function glTexEnvi being logged.
Diagnostic: Unknown function glTexEnvfv being logged.
Diagnostic: Unknown function glTexEnviv being logged.
Diagnostic: Unknown function glGetTexEnvfv being logged.
Diagnostic: Unknown function glGetTexEnviv being logged.
Diagnostic: Unknown function glTexParameterf being logged.
Diagnostic: Unknown function glTexParameteri being logged.
Diagnostic: Unknown function glTexParameterfv being logged.
Diagnostic: Unknown function glTexParameteriv being logged.
Diagnostic: Unknown function glGetTexParameterfv being logged.
Diagnostic: Unknown function glGetTexParameteriv being logged.
Diagnostic: Unknown function glGetTexLevelParameterfv being logged.
Diagnostic: Unknown function glGetTexLevelParameteriv being logged.
Diagnostic: Unknown function glTexImage1D being logged.
Diagnostic: Unknown function glTexImage2D being logged.
Diagnostic: Unknown function glGetTexImage being logged.
Diagnostic: Unknown function glGenTextures being logged.
Diagnostic: Unknown function glDeleteTextures being logged.
Diagnostic: Unknown function glBindTexture being logged.
Diagnostic: Unknown function glPrioritizeTextures being logged.
Diagnostic: Unknown function glAreTexturesResident being logged.
Diagnostic: Unknown function glIsTexture being logged.
Diagnostic: Unknown function glTexSubImage1D being logged.
Diagnostic: Unknown function glTexSubImage2D being logged.
Diagnostic: Unknown function glCopyTexImage1D being logged.
Diagnostic: Unknown function glCopyTexImage2D being logged.
Diagnostic: Unknown function glCopyTexSubImage1D being logged.
Diagnostic: Unknown function glCopyTexSubImage2D being logged.
Diagnostic: Unknown function glMap1d being logged.
Diagnostic: Unknown function glMap1f being logged.
Diagnostic: Unknown function glMap2d being logged.
Diagnostic: Unknown function glMap2f being logged.
Diagnostic: Unknown function glGetMapdv being logged.
Diagnostic: Unknown function glGetMapfv being logged.
Diagnostic: Unknown function glGetMapiv being logged.
Diagnostic: Unknown function glEvalCoord1d being logged.
Diagnostic: Unknown function glEvalCoord1f being logged.
Diagnostic: Unknown function glEvalCoord1dv being logged.
Diagnostic: Unknown function glEvalCoord1fv being logged.
Diagnostic: Unknown function glEvalCoord2d being logged.
Diagnostic: Unknown function glEvalCoord2f being logged.
Diagnostic: Unknown function glEvalCoord2dv being logged.
Diagnostic: Unknown function glEvalCoord2fv being logged.
Diagnostic: Unknown function glMapGrid1d being logged.
Diagnostic: Unknown function glMapGrid1f being logged.
Diagnostic: Unknown function glMapGrid2d being logged.
Diagnostic: Unknown function glMapGrid2f being logged.
Diagnostic: Unknown function glEvalPoint1 being logged.
Diagnostic: Unknown function glEvalPoint2 being logged.
Diagnostic: Unknown function glEvalMesh1 being logged.
Diagnostic: Unknown function glEvalMesh2 being logged.
Diagnostic: Unknown function glFogf being logged.
Diagnostic: Unknown function glFogi being logged.
Diagnostic: Unknown function glFogfv being logged.
Diagnostic: Unknown function glFogiv being logged.
Diagnostic: Unknown function glFeedbackBuffer being logged.
Diagnostic: Unknown function glPassThrough being logged.
Diagnostic: Unknown function glSelectBuffer being logged.
Diagnostic: Unknown function glInitNames being logged.
Diagnostic: Unknown function glLoadName being logged.
Diagnostic: Unknown function glPushName being logged.
Diagnostic: Unknown function glPopName being logged.
Diagnostic: Unknown function wglChoosePixelFormat being logged.
Diagnostic: Unknown function wglCopyContext being logged.
Diagnostic: Unknown function wglCreateContext being logged.
Diagnostic: Unknown function wglCreateLayerContext being logged.
Diagnostic: Unknown function wglDeleteContext being logged.
Diagnostic: Unknown function wglDescribeLayerPlane being logged.
Diagnostic: Unknown function wglDescribePixelFormat being logged.
Diagnostic: Unknown function wglGetCurrentContext being logged.
Diagnostic: Unknown function wglGetCurrentDC being logged.
Diagnostic: Unknown function wglGetDefaultProcAddress being logged.
Diagnostic: Unknown function wglGetLayerPaletteEntries being logged.
Diagnostic: Unknown function wglGetPixelFormat being logged.
Diagnostic: Unknown function wglGetProcAddress being logged.
Diagnostic: Unknown function wglMakeCurrent being logged.
Diagnostic: Unknown function wglRealizeLayerPalette being logged.
Diagnostic: Unknown function wglSetLayerPaletteEntries being logged.
Diagnostic: Unknown function wglSetPixelFormat being logged.
Diagnostic: Unknown function wglShareLists being logged.
Diagnostic: Unknown function wglSwapBuffers being logged.
Diagnostic: Unknown function wglSwapLayerBuffers being logged.
Diagnostic: Unknown function wglUseFontBitmapsA being logged.
Diagnostic: Unknown function wglUseFontBitmapsW being logged.
Diagnostic: Unknown function wglUseFontOutlinesA being logged.
Diagnostic: Unknown function wglUseFontOutlinesW being logged.
===================================================
Log End.




This is what worries me

Function glGenTextures is being called before context creation
Call to glGenTextures made outside of context/init

But I have no clue what it means

Share this post


Link to post
Share on other sites
It means that there is no GL context when you are making those GL function calls. You need to setup the pixelformat on your window, then create an GL conext (wglCreateContext) and make the GL context current (wglMakeCurrent). That's if you are on Windows.
If you are using GLUT, then glutCreateWindow must be called first before making GL function calls.

Share this post


Link to post
Share on other sites
AHA! Thank you! When you said that I was wondering how was that possible since I haven't changed my create windows function BUT when I looked at when it was called it was called AFTER I set up my variables in WinMain so thus it didn't know what to do with the calls.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By DiligentDev
      This article uses material originally posted on Diligent Graphics web site.
      Introduction
      Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. Next-generation APIs, Direct3D12 by Microsoft and Vulkan by Khronos are relatively new and have only started getting widespread adoption and support from hardware vendors, while Direct3D11 and OpenGL are still considered industry standard. New APIs can provide substantial performance and functional improvements, but may not be supported by older hardware. An application targeting wide range of platforms needs to support Direct3D11 and OpenGL. New APIs will not give any advantage when used with old paradigms. It is totally possible to add Direct3D12 support to an existing renderer by implementing Direct3D11 interface through Direct3D12, but this will give zero benefits. Instead, new approaches and rendering architectures that leverage flexibility provided by the next-generation APIs are expected to be developed.
      There are at least four APIs (Direct3D11, Direct3D12, OpenGL/GLES, Vulkan, plus Apple's Metal for iOS and osX platforms) that a cross-platform 3D application may need to support. Writing separate code paths for all APIs is clearly not an option for any real-world application and the need for a cross-platform graphics abstraction layer is evident. The following is the list of requirements that I believe such layer needs to satisfy:
      Lightweight abstractions: the API should be as close to the underlying native APIs as possible to allow an application leverage all available low-level functionality. In many cases this requirement is difficult to achieve because specific features exposed by different APIs may vary considerably. Low performance overhead: the abstraction layer needs to be efficient from performance point of view. If it introduces considerable amount of overhead, there is no point in using it. Convenience: the API needs to be convenient to use. It needs to assist developers in achieving their goals not limiting their control of the graphics hardware. Multithreading: ability to efficiently parallelize work is in the core of Direct3D12 and Vulkan and one of the main selling points of the new APIs. Support for multithreading in a cross-platform layer is a must. Extensibility: no matter how well the API is designed, it still introduces some level of abstraction. In some cases the most efficient way to implement certain functionality is to directly use native API. The abstraction layer needs to provide seamless interoperability with the underlying native APIs to provide a way for the app to add features that may be missing. Diligent Engine is designed to solve these problems. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common C++ front-end for all supported platforms and provides interoperability with underlying native APIs. It also supports integration with Unity and is designed to be used as graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. Full source code is available for download at GitHub and is free to use.
      Overview
      Diligent Engine API takes some features from Direct3D11 and Direct3D12 as well as introduces new concepts to hide certain platform-specific details and make the system easy to use. It contains the following main components:
      Render device (IRenderDevice  interface) is responsible for creating all other objects (textures, buffers, shaders, pipeline states, etc.).
      Device context (IDeviceContext interface) is the main interface for recording rendering commands. Similar to Direct3D11, there are immediate context and deferred contexts (which in Direct3D11 implementation map directly to the corresponding context types). Immediate context combines command queue and command list recording functionality. It records commands and submits the command list for execution when it contains sufficient number of commands. Deferred contexts are designed to only record command lists that can be submitted for execution through the immediate context.
      An alternative way to design the API would be to expose command queue and command lists directly. This approach however does not map well to Direct3D11 and OpenGL. Besides, some functionality (such as dynamic descriptor allocation) can be much more efficiently implemented when it is known that a command list is recorded by a certain deferred context from some thread.
      The approach taken in the engine does not limit scalability as the application is expected to create one deferred context per thread, and internally every deferred context records a command list in lock-free fashion. At the same time this approach maps well to older APIs.
      In current implementation, only one immediate context that uses default graphics command queue is created. To support multiple GPUs or multiple command queue types (compute, copy, etc.), it is natural to have one immediate contexts per queue. Cross-context synchronization utilities will be necessary.
      Swap Chain (ISwapChain interface). Swap chain interface represents a chain of back buffers and is responsible for showing the final rendered image on the screen.
      Render device, device contexts and swap chain are created during the engine initialization.
      Resources (ITexture and IBuffer interfaces). There are two types of resources - textures and buffers. There are many different texture types (2D textures, 3D textures, texture array, cubmepas, etc.) that can all be represented by ITexture interface.
      Resources Views (ITextureView and IBufferView interfaces). While textures and buffers are mere data containers, texture views and buffer views describe how the data should be interpreted. For instance, a 2D texture can be used as a render target for rendering commands or as a shader resource.
      Pipeline State (IPipelineState interface). GPU pipeline contains many configurable stages (depth-stencil, rasterizer and blend states, different shader stage, etc.). Direct3D11 uses coarse-grain objects to set all stage parameters at once (for instance, a rasterizer object encompasses all rasterizer attributes), while OpenGL contains myriad functions to fine-grain control every individual attribute of every stage. Both methods do not map very well to modern graphics hardware that combines all states into one monolithic state under the hood. Direct3D12 directly exposes pipeline state object in the API, and Diligent Engine uses the same approach.
      Shader Resource Binding (IShaderResourceBinding interface). Shaders are programs that run on the GPU. Shaders may access various resources (textures and buffers), and setting correspondence between shader variables and actual resources is called resource binding. Resource binding implementation varies considerably between different API. Diligent Engine introduces a new object called shader resource binding that encompasses all resources needed by all shaders in a certain pipeline state.
      API Basics
      Creating Resources
      Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. Graphics APIs usually have a native object that represents linear buffer. Diligent Engine uses IBuffer interface as an abstraction for a native buffer. To create a buffer, one needs to populate BufferDesc structure and call IRenderDevice::CreateBuffer() method as in the following example:
      BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); While there is usually just one buffer object, different APIs use very different approaches to represent textures. For instance, in Direct3D11, there are ID3D11Texture1D, ID3D11Texture2D, and ID3D11Texture3D objects. In OpenGL, there is individual object for every texture dimension (1D, 2D, 3D, Cube), which may be a texture array, which may also be multisampled (i.e. GL_TEXTURE_2D_MULTISAMPLE_ARRAY). As a result there are nine different GL texture types that Diligent Engine may create under the hood. In Direct3D12, there is only one resource interface. Diligent Engine hides all these details in ITexture interface. There is only one  IRenderDevice::CreateTexture() method that is capable of creating all texture types. Dimension, format, array size and all other parameters are specified by the members of the TextureDesc structure:
      TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); If native API supports multithreaded resource creation, textures and buffers can be created by multiple threads simultaneously.
      Interoperability with native API provides access to the native buffer/texture objects and also allows creating Diligent Engine objects from native handles. It allows applications seamlessly integrate native API-specific code with Diligent Engine.
      Next-generation APIs allow fine level-control over how resources are allocated. Diligent Engine does not currently expose this functionality, but it can be added by implementing IResourceAllocator interface that encapsulates specifics of resource allocation and providing this interface to CreateBuffer() or CreateTexture() methods. If null is provided, default allocator should be used.
      Initializing the Pipeline State
      As it was mentioned earlier, Diligent Engine follows next-gen APIs to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.). This approach maps directly to Direct3D12/Vulkan, but is also beneficial for older APIs as it eliminates pipeline misconfiguration errors. With many individual calls tweaking various GPU pipeline settings it is very easy to forget to set one of the states or assume the stage is already properly configured when in fact it is not. Using pipeline state object helps avoid these problems as all stages are configured at once.
      Creating Shaders
      While in earlier APIs shaders were bound separately, in the next-generation APIs as well as in Diligent Engine shaders are part of the pipeline state object. The biggest challenge when authoring shaders is that Direct3D and OpenGL/Vulkan use different shader languages (while Apple uses yet another language in their Metal API). Maintaining two versions of every shader is not an option for real applications and Diligent Engine implements shader source code converter that allows shaders authored in HLSL to be translated to GLSL. To create a shader, one needs to populate ShaderCreationAttribs structure. SourceLanguage member of this structure tells the system which language the shader is authored in:
      SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source language matches the underlying graphics API: HLSL for Direct3D11/Direct3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter, so this value should only be used for OpenGL and OpenGLES modes. There are two ways to provide the shader source code. The first way is to use Source member. The second way is to provide a file path in FilePath member. Since the engine is entirely decoupled from the platform and the host file system is platform-dependent, the structure exposes pShaderSourceStreamFactory member that is intended to provide the engine access to the file system. If FilePath is provided, shader source factory must also be provided. If the shader source contains any #include directives, the source stream factory will also be used to load these files. The engine provides default implementation for every supported platform that should be sufficient in most cases. Custom implementation can be provided when needed.
      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      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
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
  • Advertisement