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OpenGL TitaniumGL, opengl multiwrapper for your game (opengl,d3d,multicore soft-render)

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This tool can be very usefull for some developers, so i post it here, i hope this is the right place, becouse i dont want to spam.

Let me introduct TitaniumGL:TitaniumGL for windows is an opengl to d3d wrapper (its more a whole virtual graphics card implementation anyways) to your application, targetted to end users who got broken opengl drivers on they systems. And of course, developers who are developing C/B category games, and want d3d support, by adding my dll to their softwares.

TitaniumGL can come with your game: no separate installation or programming needed. You just only need to copy TitaniumGL to your application's .exe directory. You not need to program d3d rendering path.

WHY this is good for you?
Currently, the most built-in drivers in Windows has no OpenGL acceleration, only D3D. Most end-users does not even know, what is a ,,driver''. With TitaniumGL, you can reach them easilly. Some users has old SiS/Intel/etc based hardware in they computer, and they got no OpenGL acceleration. Reach these peoples easilly, get bigger market, than your comptetitors.

...Or at least, be an emo to get d3d and opengl support also :D

Its also good if you dont want titaniumgl in your game. But maybee its a good idea to test your game with TitaniumGL too: the software alreday has 20.000 user (2011 04 11).

http://TitaniumGL.tk

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This seems interesting (although I imagine it'll get moved to Your Announcements). A couple of suggestions though. I think in general, announcements that are easily readable and nicely formatted and that have clickable links tend to get more attention and interest (usually when I see a mess of text and raw URLs I just skip over it, and I imagine I'm not the only one). You can edit your post easily though using the 'edit' button in the upper right.

I had a thread a while back about OpenGL support on Windows. I don't remember there being any clear consensus on the matter, but from what I've read on these forums and elsewhere, I do get the impression that use of OpenGL might present casual users with potential roadblocks that they wouldn't encounter with Direct3D. Of course there are cross-platform solutions available that hide these details from the developer, more or less (Unity, Ogre), but for someone who wants to write their own renderer for whatever reason, the problem remains.

Anyway, maybe you could at least make your links clickable - that would make your post a little easier to navigate, I think.

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Thank you for the replys!

jyk: i will edit the opening thread's links, after i found out how to use this forum (i used it long time ago) :3
I am happy that you enjoy the project. i was tought that i will get a much more negative reply on the project, becouse the most of developers dont see this kind of problems.

Kambiz: issues can happend, becouse this is the first release. i am not even yet tested it on several newer os-es, like win7 or vista (of course i tested it all computers that i was can reach until now to ensure maximal compatibility). After i will get bugreports from various systems, i will able to found this bugs and fix them. The crash you noticed probably happends on newer systems, i am alreday on the fixing of it.

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Kambiz: i investigated your report. I tryed the first three demo from that site. Second and third runs. First is crashing, but it seems that the bug is in the demo's code.

i also got some new screenshots

http://legend.uw.hu/kepek/tgl/quake3_5.jpg

(minor bugs: some blending bugs)

http://legend.uw.hu/kepek/tgl/wolf.jpg

(minor bugs: white textures on a few places)

both shots from d3d mode.

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in d3d and software mode, i support the folowing extensions:

GL_ARB_multitexture
GL_ARB_texture_env_crossbar
GL_ARB_texture_non_power_of_two
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_EXT_abgr
GL_EXT_bgr
GL_EXT_bgra
GL_EXT_blend_logic_op
GL_EXT_cmyka
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_generate_mipmap
GL_EXT_multi_draw_arrays
GL_EXT_rescale_normal
GL_EXT_texture_env_combine
GL_EXT_texture_object
GL_EXT_vertex_array
GL_SGIS_generate_mipmap
WGL_ARB_extensions_string
WGL_EXT_extension_string
WGL_EXT_extensions_string
WGL_EXT_swap_control

i return 1.3 as version string

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i made some fixes on the webpage (in the english), but the qualify of the language is still projecting the feeling of a ,,oh look its a cheap shaddy eastern european product'' - according to UK persons report :3 :D

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I will rise the price after a few weeks (i am not yet know how much, but probably around ~30 eur), so who not yet buyd it, and want it, i suggest to buy it NOW.

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30 EUR for just a GL 1.3 wrapper sounds almost like a scam :P

I would expect at least to support GL 2.1 to be usable.

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I saw that you are from Chile, i understand your problem with the price, so if you want the software, you can get it for 5 EUR if you want ;)

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I am also skeptic about the usefulness of your library.
Quote:
Original post by Geri
FIRST CASE: Most of end-users are not informaticans, and cant install device drivers.

People who use 3d application and play games have also drivers installed, it is unlikely that my game is the only application on someones PC that requires hardware accelerations. There are exceptions but I don't think that "most" users will have no proper drivers installed. Can you reference any statistic to verify your claim?
I think if the user can install my application, he can install drivers too. It is the same procedure.

Quote:
Original post by Geri
SECOND CASE: Some end users has very low-end and old VGA card (old integrated intel, Neomagic, old SiS, 3dlabs or S3 vga-s), and they does not even support OpenGL, or they are using newer operating system that does not contains OpenGL acceleration to it anymore. Probably the power of these systems are enough to your game to run.

When we use OpenGL in our software we want hardware acceleration. If we could live without or if we were developing for very low end hardware we would use other API. There are also high level 2D APIs available that have software and hardware accelerated back-ends (QT, Cairo).
When using your library one has to use GL 1.3, but then what about all the users who have 'gaming cards' and propers drivers installed?

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If the proper drivers are installed, TitaniumGL is like a glass, it would not ruin the qualify of the vga-driver.

(installing a driver and an application is does not the same procedure. If he/she installs your game, she just place dvdrom in, then press next - next - finish probably. to install a driver, need to know the graphics card, need to know where he/she can found the drivers. Its like charging the accumulator in your car. You can drive it does not means that you can charge its accumulator too. If your application is MEANT only for hardcore gamers, your community will of course know, how to install a vga driver, otherwise, its not so sure. I am even sucked with some stuffs becouse some end users never seen .rar files, and they wasnt able to google it... ;))

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Quote:
Original post by Geri
If the proper drivers are installed, TitaniumGL is like a glass, it would not ruin the qualify of the vga-driver.

This is not what I meant, I mean we develop with a minimum specification in mind, if the minimum is Netbook, we have no reason to use OpenGL at all. If it is an average gaming PC, we would target OpenGL 2 at least (1.3 is very very old) and use shaders but then the code becomes in compatible with your library.
There is no scenario where your library is useful as fall-back.

You should really show us statistics and tell us in numbers how much bigger our target group will be if we use your library.

For example
http://store.steampowered.com/hwsurvey/
shows that 95% of the users have DX9 cards (~OGL 2).
While your library is cheap, it restricts one to GL 1.3 and it is a potential source of bugs. One would need to debug not only on different hardware but also using your library.

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Quote:
Original post by Geri
we would target OpenGL 2 at least


Who want to create a shader based AAA game with very much money, should be able to get time and write a d3d rendering core to it anyways. But well, as i see it (i tested a bounch of shareware games of nowdays on the internet), some of them was only used opengl 1.1, most of them only needed multitexture and vbo as extension. I was found only a few that requied 2.0 features to run, like 1 from 10. It seems the most of succesfull game-developers just want to create games, not shader effects, and i want to help them.


About the statistics: i don't has any other statistics, except that two on my webpage. About market share statistics, i dont have current values, but as you can see, most of PC-s are comes with preinstalled windows. Most of windows drivers has no built-in opengl acceleration. Only the 4-5% of the peoples are informatics and/or gamers - others will be never in they life will change they vga driver. This reason is existed even before windows xp: Quake2 also has built in d3d drivers, and some versions of Quake3 demo can also fallback to d3d rendering (quake3 demo even uses a compiled-in opengl to d3d wrapper in this situations) so it wasnt me to first come up with this idea. It was Carmack :D

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Quote:
Original post by Geri
Quote:
Original post by Geri
we would target OpenGL 2 at least


Who want to create a shader based AAA game with very much money, should be able to get time and write a d3d rendering core to it anyways. But well, as i see it (i tested a bounch of shareware games of nowdays on the internet), some of them was only used opengl 1.1, most of them only needed multitexture and vbo as extension. I was found only a few that requied 2.0 features to run, like 1 from 10. It seems the most of succesfull game-developers just want to create games, not shader effects, and i want to help them.


That's wrong. Creating games includes creating shaders to do some effects. But anyways, GL is moving away from fixed function in favour to shaders. See OpenGL 3 for that.

Consider, if i were to develop a game, i wouldn't like to be constrained by some random library.

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Quote:
Original post by Geri
Quote:
Original post by Geri
we would target OpenGL 2 at least


Who want to create a shader based AAA game with very much money, should be able to get time and write a d3d rendering core to it anyways. But well, as i see it (i tested a bounch of shareware games of nowdays on the internet), some of them was only used opengl 1.1, most of them only needed multitexture and vbo as extension. I was found only a few that requied 2.0 features to run, like 1 from 10. It seems the most of succesfull game-developers just want to create games, not shader effects, and i want to help them.


Windows Vista and Windows7 however allready have a OpenGL1.4 -> D3D wrapper, so your software is only really useful for XP machines (Which only have a OpenGL1.1 software driver by default), the number of XP machines being used is decreasing quite rapidly though.

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HuntsMan:

If you call my library random wich is working and has tryable version, then i call you as a ,,random people'' who are not a code writer (you even called yourself as ,,if i were develop a game'')

Kambiz, HuntsMan:

http://sourceforge.net/search/?type_of_search=soft&words=opengl+game&search=Search

Here, some OpenGL games. I just looked the first ~100 of them. I just typed opengl and game keyword. I looked the screenshots randomly there, i checked source codes also, and i saw mostly only fixed function, and a few that requied shaders. Of course this not means that my wrapper will be compatible with them for first try! This is just for correcting the misinformations that you both posted.

The reality is different than imagination - therefore i ask you two to please stop placing disinformations to my topic, becouse it can affray some developers who are want to buy.

Please ask only technically things and not philisophically - i suggest to create a new topic for you if you both want to just wondering about the shader usage in today's video games.

(this NOT means that i am now angry at you, dudes!)



SimonForsman: Thank you for the information. As some bugreports what i recived, most computers even on win7 was returned ,,generic gdi'' ogl 1.1 software renderer with built-in drivers for some reason (d3d was worked fine), so there also can be this to be a problem. And i hope this will be the same in win8 too :3

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PS: oh, rating thumbdown to a person who just have better arguments than you isnt a constructive behavior, and undeserving on a civilisated forum.

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Quote:
Original post by SimonForsman
Windows Vista and Windows7 however allready have a OpenGL1.4 -> D3D wrapper, so your software is only really useful for XP machines (Which only have a OpenGL1.1 software driver by default), the number of XP machines being used is decreasing quite rapidly though.
Microsoft has been including the proper driver downloads in Windows Update for like 5 years now...

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Windows update needs internet. Only 26,6% of peoples has internet access according to internet usage statics, wich can be viewed on http://www.internetworldstats.com/stats.htm

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Quote:
Original post by Geri
Windows update needs internet. Only 26,6% of peoples has internet access according to internet usage statics, wich can be viewed on http://www.internetworldstats.com/stats.htm
Otherwise, the proper drivers are pre-installed by the system manufacturer. They just aren't updated without internet access.

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I like the idea of your library, but I would only use it if it had GL2.0 suppport :/
Developing with GLSL shaders is much less effort for me than using the old fixed-function pipeline. It lets me focus on writing my game and not on learning obscure API details!

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Daaark: lot of manufacturers just check the device manager, and if they see the card name, they are install no drivers for the vga. This can mostly happend with small computer stores. Also can happend for computers buyd without os, and os installed by the neighbour ,,Stevie'' :D

Hodgman: currently i am not planning to expand it above OpenGL 1.3, but *MAYBEE* if recive a lot of request, i can add a extension that allows to acces d3d9 pixel shaders. Or if i found some LGPL-ed glsl to hlsl conversion tool, it would be much compatibyer. But this would not result opengl 2.0 features to come in, and the compatibility would be very crap anyway. So if you got no fixed funct fallback in your engine, i suggest you to not buy the software, as you sayd. Later if you will write a fallback in your software becouse of different reasons, and you would use the wrapper, contact me and i help you to place the library into your software.

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If your market are small indy developers that release small plat-form/puzzle games, there could be an interest for it.

However I agree with other posters that to be more generally useful, it needs to support GL 2. No offense, but Quake 3 and Return to Castle Wolfenstein are almost a decade old. You're not proving anything by supporting them.

By the way:

Quote:
TitaniumGL is also capable, to render your game with multicore cpu rendering


Can you elaborate ? How can it do that ? Have you done some benchmarks ?

Y.

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      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
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