Hi!
I was wondering if anyone could tell me why after disabling shaders and using the default ones ( glUseProgram(0) ) in the draw loop, anything that I draw gets drawn with color set as black. Even after I specify the color values as non black. Is there a way to make this not happen?
Thanks in advance!
Everything goes black after disabling shaders!
Hi!
I got it to work! Turns out, one needs to create a new shader program and use that when rendering text; using the default shaders (glUseProgram(0)) will only give black color to the pixels no matter which color one specifies.
I got it to work! Turns out, one needs to create a new shader program and use that when rendering text; using the default shaders (glUseProgram(0)) will only give black color to the pixels no matter which color one specifies.
Oh, by the way, the following was my code, can you tell me whether what I conjectured above is indeed right or did I goof up while attaching the default shaders, or something?
void RenderString(float x, float y, void *font, char* string, int length, float RGB[3]) //My textRenderer
{
char *c;
glRasterPos2f(x, y);
glColor3f(RGB[0], RGB[1], RGB[2]);
glutBitmapString(font, (const unsigned char *)string);
}
void display (void) { //My Draw Loop
glUseProgram (ShaderProgram);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt (R*cos(K)*sin(theta), R*cos(K)*cos(theta), R*sin(K), 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
glPolygonMode(GL_FRONT,GL_LINE);
glPolygonMode(GL_BACK,GL_LINE);
glBufferData(GL_ARRAY_BUFFER, sizeof(data64), (const void *)data64, GL_STATIC_DRAW);
glVertexPointer (3, GL_FLOAT, 0, 0);
glDrawArrays (GL_TRIANGLES, 0, 4096);
glUseProgram(0); //Using default shaders
char buffer[300];
int length = sprintf(buffer, "the quick brown fox jumps over the lazy dog");
float RGB[3]={1,0,0};
RenderString(0,0, GLUT_BITMAP_8_BY_13, buffer, length, RGB);
glutSwapBuffers();
}
Thanks!
void RenderString(float x, float y, void *font, char* string, int length, float RGB[3]) //My textRenderer
{
char *c;
glRasterPos2f(x, y);
glColor3f(RGB[0], RGB[1], RGB[2]);
glutBitmapString(font, (const unsigned char *)string);
}
void display (void) { //My Draw Loop
glUseProgram (ShaderProgram);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt (R*cos(K)*sin(theta), R*cos(K)*cos(theta), R*sin(K), 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
glPolygonMode(GL_FRONT,GL_LINE);
glPolygonMode(GL_BACK,GL_LINE);
glBufferData(GL_ARRAY_BUFFER, sizeof(data64), (const void *)data64, GL_STATIC_DRAW);
glVertexPointer (3, GL_FLOAT, 0, 0);
glDrawArrays (GL_TRIANGLES, 0, 4096);
glUseProgram(0); //Using default shaders
char buffer[300];
int length = sprintf(buffer, "the quick brown fox jumps over the lazy dog");
float RGB[3]={1,0,0};
RenderString(0,0, GLUT_BITMAP_8_BY_13, buffer, length, RGB);
glutSwapBuffers();
}
Thanks!
Don't worry about fixed function. glUseProgram(0) as you call it.
it is dead and old. Everything should be rendered with shaders.
it is dead and old. Everything should be rendered with shaders.
Oh, by the way, the following was my code, can you tell me whether what I conjectured above is indeed right or did I goof up while attaching the default shaders, or something?
void RenderString(float x, float y, void *font, char* string, int length, float RGB[3]) //My textRenderer
{
char *c;
glRasterPos2f(x, y);
glColor3f(RGB[0], RGB[1], RGB[2]);
glutBitmapString(font, (const unsigned char *)string);
}
void display (void) { //My Draw Loop
glUseProgram (ShaderProgram);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt (R*cos(K)*sin(theta), R*cos(K)*cos(theta), R*sin(K), 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
glPolygonMode(GL_FRONT,GL_LINE);
glPolygonMode(GL_BACK,GL_LINE);
glBufferData(GL_ARRAY_BUFFER, sizeof(data64), (const void *)data64, GL_STATIC_DRAW);
glVertexPointer (3, GL_FLOAT, 0, 0);
glDrawArrays (GL_TRIANGLES, 0, 4096);
glUseProgram(0); //Using default shaders
char buffer[300];
int length = sprintf(buffer, "the quick brown fox jumps over the lazy dog");
float RGB[3]={1,0,0};
RenderString(0,0, GLUT_BITMAP_8_BY_13, buffer, length, RGB);
glutSwapBuffers();
}
Thanks!
this:
glBufferData(GL_ARRAY_BUFFER, sizeof(data64), (const void *)data64, GL_STATIC_DRAW);
should be done in the initialization routine.
and only bind the buffer before calling glVertexPointer/glDrawArrays.
also, unbind the buffer before moving on to draw the string.
this is directly why your drawing strings doesn't work with the default pipeline(interestingly enough, i'm surprised it works when you specify another shader.), looking at the source of glutStringDraw, the reason it doesn't draw anything, is because you still have the other buffer bound, so, when it tries to specify it's own vertice's pointer, it's offsetting into an area of the currently bound buffer that doesn't exist.
@V-Man, yes, everything is going towards the way of the shader, but that doesn't mean anyone should stop using the fixed pipeline. simplistic applications don't require the overhead of understanding how shaders work, and forcing new users to learn also how to interact with the vertex/pixel pipeline as well is only going to alienate user's who wish to learn the basic's of 3D programming.
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