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OpenGL glClear locks system

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Hey guys, I'm reposting this since the last one didn't get many replies and I'm at my wits end.

So basically I am working on an EXTREMELY basic OpenGL program. All i want it to do is clear the screen blue going through my pipeline. Now I have my HDC and HGLRC all set up and not NULL. Glew doesn't throw any errors, Set and ChoosePixelFormat have no problems, and wglCreateContext and wglMakeCurrent both work without throwing any errors. But when the game starts calling glClear, the entire game freezes up. The message pump is still running, and if I step through it, I'm still receiving WM_PAINT messages. The system will still respond, but its really slow, like ten to forty-five seconds slow. I'm posting all relevant code

This is my window set up

// Create a window
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wcex.lpfnWndProc = (WNDPROC)MainWndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = (HCURSOR)LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = TEXT("Thunderclad Engine"); // Should be unique
wcex.hIconSm = NULL;

// Select window styles
UINT unStyle,unStyleX;
unStyleX = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
unStyle = WS_OVERLAPPEDWINDOW;

// Describe our window placement
WINDOWPLACEMENT wndPlacement;
wndPlacement.length = sizeof(WINDOWPLACEMENT);
wndPlacement.ptMaxPosition.x = 0;
wndPlacement.ptMaxPosition.y = 0;
wndPlacement.ptMinPosition.x = 0;
wndPlacement.ptMinPosition.y = 0;
wndPlacement.rcNormalPosition.bottom = g_nWindowHeight;
wndPlacement.rcNormalPosition.left = 0;
wndPlacement.rcNormalPosition.top = 0;
wndPlacement.rcNormalPosition.right = g_nWindowWidth;


Here's where I create the window

// First we must register the class
assert( RegisterClassEx( in_wndClassDescription ) != 0 );

RECT windowRect; // Grabs Rectangle Upper Left / Lower Right Values
windowRect.left=(long)0; // Set Left Value To 0
windowRect.right=(long)in_nWindowWidth; // Set Right Value To Requested Width
windowRect.top=(long)0; // Set Top Value To 0
windowRect.bottom=(long)in_nWindowHeight; // Set Bottom Value To Requested Height

// Get a pixel perfect window
AdjustWindowRectEx( &windowRect, in_unWindowStyle, FALSE, in_unWindowExStyle );

// Then we must create the window from the data provided;
out_handleWindow = CreateWindowEx( in_unWindowExStyle,
in_wndClassDescription->lpszClassName,
in_szProgramName,
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | in_unWindowStyle,
0,
0,
in_nWindowWidth,
in_nWindowHeight,
NULL,
NULL,
in_handleCurrentInstance,
NULL );

assert( out_handleWindow != NULL );


// Show the window and start updating it
ShowWindow( out_handleWindow, SW_SHOW );
UpdateWindow( out_handleWindow );






Here's where I init the device



//////////////////////////////////////////////////////////////////////////
// Platform Specific Initialization (Windows)
#if USING_WINDOWS

// Store the HWND
m_handleWindowHandle = programWindow->GetWindowHandle();

// Do a NULL check if we are in Debug
ASSERT_NULL( m_handleWindowHandle );

// Get the Device Context
m_handleDeviceContext = GetDC( m_handleWindowHandle );

// Null check the DC
ASSERT_NULL( m_handleDeviceContext );

//////////////////////////////////////////////////////////////////////////
// Set the pixel format
m_tPixelFormat.nSize = sizeof( PIXELFORMATDESCRIPTOR ); // Size of the PFD
m_tPixelFormat.nVersion = 1; // Set the version number
m_tPixelFormat.dwFlags = ( PFD_DRAW_TO_WINDOW | // Set the formats
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER );
m_tPixelFormat.iPixelType = PFD_TYPE_RGBA; // Set the color format
m_tPixelFormat.cColorBits = 32; // Set the color depth
m_tPixelFormat.cDepthBits = 32; // Set the depth buffer depth
m_tPixelFormat.cStencilBits = 0; // Set the stencil buffer depth
m_tPixelFormat.iLayerType = PFD_MAIN_PLANE; // Set the layer for the app

// See if there is a pixel format that will match our requests
int nPixelFormat = 0;
ASSERT_FALSE( nPixelFormat = ChoosePixelFormat( m_handleDeviceContext,
&m_tPixelFormat ) );

ASSERT_FALSE( SetPixelFormat( m_handleDeviceContext,
nPixelFormat,
&m_tPixelFormat ) );
//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
// So far so good... Now we try to create our RenderContext (HRC)
HGLRC tempContext = wglCreateContext( m_handleDeviceContext );
ASSERT_NULL( tempContext );

// See if the tempContext will work
ASSERT_FALSE( wglMakeCurrent( m_handleDeviceContext, tempContext ) );

GLenum error = glewInit();
if( error != GLEW_OK )
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(error));
}

if( wglewIsSupported( "WGL_ARB_create_context" ) == 1 )
{
// Define our attributes for using OpenGL 3.0 and forward
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,//we want a 3.0 context
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
//and it shall be forward compatible so that we can only use up to date functionality
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
0}; //zero indicates the end of the array

m_handleGLRenderContext = wglCreateContextAttribsARB( m_handleDeviceContext, 0, attribs );
ASSERT_NULL( m_handleGLRenderContext );
ASSERT_FALSE( wglMakeCurrent( NULL, NULL ) );
ASSERT_FALSE( wglDeleteContext( tempContext ) );
ASSERT_FALSE( wglMakeCurrent( m_handleDeviceContext, m_handleGLRenderContext ) );
}
else
{
m_handleGLRenderContext = tempContext;
}
//////////////////////////////////////////////////////////////////////////
#endif

Resize( programWindow->GetWindowWidth(), programWindow->GetWindowHeight() )





Here's where I init the renderer



glEnable(GL_DEPTH_TEST); // Enable depth testing
glDepthFunc( GL_LEQUAL ); // Reject anything less than or equal to the current depth
glClearDepth( 1.0f ); // We clear to full depth
glClearStencil( 0 ); // We clear the stencil buffer to false
glCullFace(GL_FRONT); // Enable culling
glClearColor(0.5f, 0.5f, 1.0f, 1.0f); // The color to clear the background to





And lastly here's my WndProc

switch( unMessage )
{
case WM_SIZE:
// Resize the window
CDeviceManager::GetInstance()->Resize( LOWORD( lParam ),
HIWORD( lParam ) );
break;
case WM_PAINT:
if( CGame::GetInstance()->IsGameActive() )
{
CGame::GetInstance()->Render();
}
break;
case WM_CLOSE:
// Free up resources if the red x is pressed
CGame::GetInstance()->Destroy();
CDeviceManager::GetInstance()->Destroy();
g_cWindow.Destroy();

break;
default:
return DefWindowProc( handleWindow,
unMessage,
wParam,
lParam );





Please guys, I'm at my wits end on this.

Also if I press close, when it registers about minute later, I do see the clear color for just a second :/

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Hmm, do you require any specific Version of OpenGL?
But SFML or SDL or even GLUT might give you a better start into the OpenGL World. If you need to use a specific Version Context, you can download SFML 2, which let's you choose one. If not, download SFML 1.6. It is extreme easy to use OpenGL with SFML and you don't have to manage all this Windows Stuff.
It also makes your code platform independent to a certain degree.

Besides that:

An application returns zero if it processes this message.
[/quote]
You must return zero if you handle WM_PAINT.
http://msdn.microsof...v=vs.85%29.aspx

That's what I meant with the Windows Stuff :).

edit:
SFML Window:


// Earlier in the class-definition:
sf::RenderWindow* m_window;

sf::ContextSettings context;
context.AntialiasingLevel = m_settings.fsaa;
context.DepthBits = m_settings.bpp;
context.MajorVersion = 3;
context.MinorVersion = 3;
context.StencilBits = 24;

m_window = new sf::RenderWindow(sf::VideoMode(static_cast<unsigned int>(m_settings.width), static_cast<unsigned int>(m_settings.height),
m_settings.bpp), m_settings.caption, flags, context);

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@NicoG

I don't require any specific version or anything like that, this is mostly just educational. I just got a job where we use OpenGL for rendering and I've been a DirectX guy for awhile now, so I'm trying to get more intimate with OpenGL :) So I want to try and implement this without using someone else's code, though it seems almost impossible to avoid using GLUT and GLEW... :/


But thanks for that info! It didn't fix anything, but still, thanks!

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Why do you want to avoid GLew?
Do you really want to write a hundred lines of Codes with wglGetProcAdress?
GLew is a fine lib and I don't want to live without it anymore as an OpenGL Programmer. Trust me.

Just download SFML 2 and create the Context as I showed you. If you want to have a 3.x Core Profile, so older Functions don't work do this:
Go to WglContext.cpp and go to line 252:
Change the Attributes to this:

int attributes[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, mySettings.MajorVersion,
WGL_CONTEXT_MINOR_VERSION_ARB, mySettings.MinorVersion,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0, 0
};


That's a bit dirty hack and you need to comment out some other deprecated functions (fixed functions like glMatrixMode) inside SFML 2, but then it works. They don't support core profiles yet though.
For me, it works :).

But you could also just use GLUT, which is a fine Tool for quick programming.


So I want to try and implement this without using someone else's code, though it seems almost impossible to avoid using GLUT and GLEW... :/
[/quote]
Yeah, but such thing as a window, is really no task to make a drama of. ^^ Be productive and don't reinvent the Wheel.

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Haha I understand what you mean by not reinventing the wheel, and of course I don't want to write a hundred lines of code to do what GLEW does, but that doesn't mean I don't want to learn what I can do or how these things work. I'm not doing this to be productive or to get a studio up and off the ground, I'm doing this to learn something new. if I use something like SFML, yes I can have things working faster, but I defeat the whole point of me tackling this thing in the first place. I'm only asking for help here because it seems like everything is saying its ok but the program is far from. I'm not trying to be disrespectful, but this is just what I'm trying to accomplish :)

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I've seen tons like that, but that one has some new info in it. I never heard that I had to delete my window and re create it when using the dummy context. Thanks :)

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      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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