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    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
    • By mike44
      Hi
      I draw in a OpenGL framebuffer. All is fine but it eats FPS (frames per second), hence I wonder if I could execute the framebuffer drawing only every 5-10th loop or so?
      Many thanks
       
    • By cebugdev
      hi all,
      how to implement this type of effect ? 
      Also what is this effect called? this is considered volumetric lighting?
      what are the options of doing this? 
      a. billboard? but i want this to have the 3D effect that when we rotate the camera we can still have that 3d feel.
      b. a transparent 3d mesh? and we can animate it as well?
      need your expert advise.
       
      additional:
      2. how to implement things like fireball projectile (shot from a monster) (billboard texture or a 3d mesh)?
       
      Note: im using OpenGL ES 2.0 on mobile. 
       
      thanks!
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Guest Anonymous Poster

OpenGL I like openGL

This topic is 6682 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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Me to likes openGL.
But be honest, do you think anyone is ever going to look at that source code? It's quite useless.

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I dont think thats true, thanks for posting complete code for open gl, thats really helpful for us newbies.
However how come you say it has 3d aceleration? I tried using opengl, and it was slooow, how can I use 3d aceleration with opengl? What opengl libs/dll are you using? (im using microsoft and it truely crawls on my pentium 233/ banshee 3d card)

thanks and happy new century!

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The Banshee doesn't accelerate the OpenGL ICD (what your using). You need to use 3DFX's miniGL stuff (or check for driver updates).

BTW, I like D3D

--TheGoop

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I liked d3d too, until I realized...
a) d3d is _not_ cross compatible, if you learn opengl you can apply it anywhere, even on linux or consoles. (mario64 ring a bell?)
b) COM sucks! you expend too much time trying to figure it out, and way too much time coding around it. Since I only have a few free hours to code, this option is a big no,no to me.
c) quake(x) is not made in D3D or GLIDE, quake 3 is the single more advanced engine there is, and an industry standard, enough said.

however, I do have the latest opengl32.dll but when I use it, it doesnt work, do I need the library too? where can I get it?

[This message has been edited by Azrael (edited December 31, 1999).]

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Guest Anonymous Poster
I must agree with the last post...I perfer D3D over opengl But then again i never took the easy way of doing anything...


BTW...what happened to my old name on this board?

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I'm not taking sides either way here. OpenGL is a great Cross platform API. And it's easy to program in. But it's being shown up by Direct3d. OpenGL grows old while every 6 months Microsoft releases a new Direct 3d API with new features like S3 Texture Compression, Bump mapping, and other features that OpenGL isn't offering! OpenGL still has some life in it, but unless the large corps which back this API start working on adding new features to it to support new video card features it's going to slowly die. It'd be sad to see, so I hope the companies that back OpenGL wake up and smell the roses soon. They are being out classed by Direct3d in features! And not because it's easier to program in it seems foolish not to add in these new features to bring the API up to date!

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Guest Anonymous Poster
Azrael: good that you can use my code and if you have any question about opengl(win32) or opengl(GLUT) will I answer it if I can.

I heard that the new geforche GPU will automatic do the transformation and lighting calculations in openGL if you use the standart statements for it

I mis indeed some functions in openGL: ".X" object loading and the new texture format.

But I like the intuitive and simple interface of openGl.

Btw: geforce or TNT2 are great for openGl. My viper 770 TNT2 accelerate automatic in the above example.

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Guest Anonymous Poster

opengl is really the heaven on earth after using other API's:
-less bugs
-less errors
-no computer crashes until now
-very logic and simple interface

To give an example of how easy it is to create a opengl 3d application will I post here the code for drawing a textured mipmaped polygon application with full 3d acceleration support:

#include
#include
#include
#include

static HGLRC hRC;
static HDC hDC;
BOOL keys[256];
GLuint texture[2];
float r=6;

GLvoid LoadGLTextures()
{
AUX_RGBImageRec *texture1;
texture1 = auxDIBImageLoad("kolpo.bmp");

glGenTextures(2, &texture[0]);

glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D,3, texture1->sizeX, texture1->sizeY, GL_RGB, GL_UNSIGNED_BYTE, texture1->data);

}

GLvoid InitGL(GLsizei Width, GLsizei Height)
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}

GLvoid ReSizeGLScene(GLsizei Width, GLsizei Height)
{
if (Height==0)Height=1;
glViewport(0,0,Width, Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}

GLvoid DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

glTranslatef(0,0,-6);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2d(0,0); glVertex3f(-1,1,0);
glTexCoord2d(0,1); glVertex3f(-1,-1,0);
glTexCoord2d(1,1); glVertex3f(1,-1,0);
glTexCoord2d(1,0); glVertex3f(1,1,0);
glEnd();

}


LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
RECT Screen;
GLuint PixelFormat;
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
16,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0,0,0,0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};

switch (message)
{
case WM_CREATE:
hDC = GetDC(hWnd);
PixelFormat = ChoosePixelFormat(hDC, &pfd);
if (!PixelFormat)
{
MessageBox(0, "Can't Find A Suitable PixelFormat", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
if (!SetPixelFormat(hDC, PixelFormat, &pfd))
{
MessageBox(0, "Can't Set The PixelFormat", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
hRC = wglCreateContext(hDC);
if (!hRC)
{
MessageBox(0, "Can't Create A GL Rendering Contex", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
if (!wglMakeCurrent(hDC, hRC))
{
MessageBox(0, "Can't activate GLRC", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
GetClientRect(hWnd, &Screen);
InitGL(Screen.right, Screen.bottom);
break;

case WM_KEYDOWN:
keys[wParam]=TRUE;
break;

case WM_KEYUP:
keys[wParam]=FALSE;
break;

case WM_DESTROY:
case WM_CLOSE:
ChangeDisplaySettings(NULL, 0);
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
ReleaseDC(hWnd, hDC);
PostQuitMessage(0);
break;

case WM_SIZE:
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
break;

default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return (0);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
WNDCLASS wc;
HWND hWnd;

wc.style=CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc=(WNDPROC)WndProc;
wc.cbClsExtra=0;
wc.cbWndExtra=0;
wc.hInstance=hInstance;
wc.hIcon=NULL;
wc.hCursor=LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground=NULL;
wc.lpszMenuName="NULL";
wc.lpszClassName="OpenGL WinClass";
if (!RegisterClass(&wc))
{
MessageBox(0, "Failed to Register The Window Class", "Error", MB_OK | MB_ICONERROR);
return FALSE;
}
hWnd=CreateWindow("OpenGL WinClass", "Kolpo goes 3D",
WS_POPUP | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
0,0,640,480, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
MessageBox(0, "Window Creation Error", "Error", MB_OK | MB_ICONERROR);
return FALSE;
}
DEVMODE dmScreenSettings;
dmScreenSettings.dmSize=sizeof(DEVMODE);;
dmScreenSettings.dmPelsWidth=640;
dmScreenSettings.dmPelsHeight=480;
dmScreenSettings.dmFields=DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN);
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
SetFocus(hWnd);
wglMakeCurrent(hDC, hRC);

while (1)
{
while (PeekMessage(&msg,NULL,0,0,PM_NOREMOVE))
{
if (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
return TRUE;
}
}
DrawGLScene();
SwapBuffers(hDC);
if (keys[VK_ESCAPE]) SendMessage(hWnd, WM_CLOSE,0 , 0);
}
}

Yes this is everthing
-Where is the 3d acceleration code ?
Is already implement in opengl

To let this code work:
-open visual c++
-create a new win32 application
-add opengl32.lib, glu32.lib and glaux.lib
on the lib list
-create a cpp file and copy this code in it
-be sur that all the needed opengl dll's are in your windows folder
-run

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There is something wrong with the copy option I think.
Te includes are:
<begin code>
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux>
<end code>

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