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PiouPiou

OpenGL Open a 3.2 OPENGL context or superior

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[b]Hi all,[/b]

just 2 questions
here is my code, I use the correct method to open [b]a context "core profile"?[/b]
I have a yellow texture, please consider I clearly see my yellow triangle when I'm context <3.2 and if I open a context> = 3.2 my texture disappears (the triangle become black)

thank you in advance for your answers

my code :
[CODE]
#define WIDTH 800
#define HEIGHT 600
#define NBP 32
#define MAJOR 3 // for creating context opengl MAJOR VERSION TRY MAJOR = 3
#define MINOR 1 // for creating context opengl MINOR VERSION TRY MINOR >= 2
#define FULLSCREEN false
#define PI 3.14159265
#define TEXTURESIZE 256 * 256 * 3
#include <Windows.h>
#include <math.h>
#include <stdio.h> // fopen, fread, fclose
#include "GL3\gl3.h"

class mat4
{
public:
float m[16];
const float* GetMatriceOpengl() const;
void mat4::Identity();
};
#ifdef __cplusplus
extern "C" {
#endif
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI const GLubyte * APIENTRY glGetString (GLenum name);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *params);
#ifdef __cplusplus
}
#endif
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
PFNGLACTIVETEXTUREPROC glActiveTexture = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLGETSTRINGIPROC glGetStringi = NULL;
unsigned int vao;
unsigned int vbo[2];
float incx, incy, incz;
GLuint vshader;
GLuint fshader;
GLuint program;
char source1[1024*1024*4];
char source2[1024*1024*4];
short taillex, tailley;
unsigned char *data = new unsigned char[TEXTURESIZE];
GLuint texture;
GLuint tex;
mat4 pmatrix;
mat4 mmatrix;
float A, B, C, D, E, F, AD, BD;
LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam );
float triangle[] = { // pos // Map
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 4.0f,
1.0f, -1.0f, 1.0f, 4.0f, 4.0f };
GLuint indicetriangle[] = { 0,1,2 };
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
int attriblist[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, MAJOR, WGL_CONTEXT_MINOR_VERSION_ARB, MINOR, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, 0 };
HGLRC wglCreateContextAttribsARB(HDC hDC, HGLRC hShareContext, const int *attribList)
{
typedef HGLRC (APIENTRY * PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC hDC, HGLRC hShareContext, const int *attribList);
static PFNWGLCREATECONTEXTATTRIBSARBPROC pfnCreateContextAttribsARB = 0;

HGLRC hContext = 0;
HGLRC hCurrentContext = wglGetCurrentContext();

if (!hCurrentContext)
{
if (!(hCurrentContext = wglCreateContext(hDC)))
return 0;
if (!wglMakeCurrent(hDC, hCurrentContext))
{
wglDeleteContext(hCurrentContext);
return 0;
}
pfnCreateContextAttribsARB = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB"));

if (pfnCreateContextAttribsARB)
hContext = pfnCreateContextAttribsARB(hDC, hShareContext, attribList);
wglMakeCurrent(hDC, 0);
wglDeleteContext(hCurrentContext);
}
else
{
if (!wglMakeCurrent(hDC, hCurrentContext))
return 0;
pfnCreateContextAttribsARB = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB"));
if (pfnCreateContextAttribsARB)
hContext = pfnCreateContextAttribsARB(hDC, hShareContext, attribList);
}
return hContext;
}
const float* mat4::GetMatriceOpengl() const
{
return &m[0];
}
void mat4::Identity()
{
memset(m, 0, sizeof(float)*16);
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
mat4 MultMatrice(mat4* m, mat4 *n)
{
static mat4 mat;
mat.m[0] = m->m[0]*n->m[0] + m->m[4]*n->m[1] + m->m[8]*n->m[2] + m->m[12]*n->m[3];
mat.m[1] = m->m[1]*n->m[0] + m->m[5]*n->m[1] + m->m[9]*n->m[2] + m->m[13]*n->m[3];
mat.m[2] = m->m[2]*n->m[0] + m->m[6]*n->m[1] + m->m[10]*n->m[2] + m->m[14]*n->m[3];
mat.m[3] = m->m[3]*n->m[0] + m->m[7]*n->m[1] + m->m[11]*n->m[2] + m->m[15]*n->m[3];
mat.m[4] = m->m[0]*n->m[4] + m->m[4]*n->m[5] + m->m[8]*n->m[6] + m->m[12]*n->m[7];
mat.m[5] = m->m[1]*n->m[4] + m->m[5]*n->m[5] + m->m[9]*n->m[6] + m->m[13]*n->m[7];
mat.m[6] = m->m[2]*n->m[4] + m->m[6]*n->m[5] + m->m[10]*n->m[6] + m->m[14]*n->m[7];
mat.m[7] = m->m[3]*n->m[4] + m->m[7]*n->m[5] + m->m[11]*n->m[6] + m->m[15]*n->m[7];
mat.m[8] = m->m[0]*n->m[8] + m->m[4]*n->m[9] + m->m[8]*n->m[10] + m->m[12]*n->m[11];
mat.m[9] = m->m[1]*n->m[8] + m->m[5]*n->m[9] + m->m[9]*n->m[10] + m->m[13]*n->m[11];
mat.m[10] = m->m[2]*n->m[8] + m->m[6]*n->m[9] + m->m[10]*n->m[10] + m->m[14]*n->m[11];
mat.m[11] = m->m[3]*n->m[8] + m->m[7]*n->m[9] + m->m[11]*n->m[10] + m->m[15]*n->m[11];
mat.m[12] = m->m[0]*n->m[12] + m->m[4]*n->m[13] + m->m[8]*n->m[14] + m->m[12]*n->m[15];
mat.m[13] = m->m[1]*n->m[12] + m->m[5]*n->m[13] + m->m[9]*n->m[14] + m->m[13]*n->m[15];
mat.m[14] = m->m[2]*n->m[12] + m->m[6]*n->m[13] + m->m[10]*n->m[14] + m->m[14]*n->m[15];
mat.m[15] = m->m[3]*n->m[12] + m->m[7]*n->m[13] + m->m[11]*n->m[14] + m->m[15]*n->m[15];

return mat;
}
void glTranslate(mat4 *mat, float x, float y, float z)
{
static mat4 m;
m.m[0] = m.m[5] = m.m[10] = m.m[15] = 1.0f;
m.m[1] = m.m[2] = m.m[3] = m.m[4] = m.m[6] = m.m[7] = m.m[8] = m.m[9] = m.m[11] = 0.0f;
m.m[12] = x;
m.m[13] = y;
m.m[14] = z;
*mat = MultMatrice(mat,&m);
}
void glPerspective( mat4 &mat, float fovy, float ratio, float znear, float zfar )
{
static float ymax, xmax;
static float temp, temp4;
ymax = float(znear * tanf(float(fovy * PI / 360.0f)));
xmax = ymax * ratio;
temp = znear + znear;
temp4 = zfar - znear;
mat.m[0] = znear / xmax;
mat.m[1] =mat.m[2] =mat.m[3] =mat.m[4] =mat.m[6] =mat.m[7] =mat.m[8] =mat.m[9] =mat.m[12] =mat.m[13] =mat.m[15] = 0.0;
mat.m[5] = znear / ymax;
mat.m[10] = (-zfar - znear) / temp4;
mat.m[11] = -1.0;
mat.m[14] = (-temp * zfar) / temp4;
}
void LoadFile(char *name, char *buffer)
{
FILE *hfile = fopen(name, "rb");
if (hfile)
{
fread(buffer, 1, 10000, hfile);
fclose(hfile);
}
}
void Init()
{
glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray");
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
glGetStringi = (PFNGLGETSTRINGIPROC)wglGetProcAddress("glGetStringi");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(2, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicetriangle), indicetriangle, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 20, 0);
glVertexAttribPointer((GLuint)1, 2, GL_FLOAT, GL_FALSE, 20, (void*)12);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindVertexArray(0);
const char *src = source1;
vshader = glCreateShader(GL_VERTEX_SHADER);
fshader = glCreateShader(GL_FRAGMENT_SHADER);
LoadFile("vert.txt", source1);
glShaderSource(vshader, 1, &src, NULL);
glCompileShader(vshader);
LoadFile("frag.txt", source2);
src = source2;
glShaderSource(fshader, 1, &src, NULL);
glCompileShader(fshader);
program = glCreateProgram();
glAttachShader(program, vshader);
glAttachShader(program, fshader);
// glBindAttribLocation(program,0, "vert");
// glBindAttribLocation(program,1, "texture");
glLinkProgram(program);
tex = glGetUniformLocation(program, "gsample");

taillex = 256;
tailley = 256;

unsigned char *p = data;
for (int t = 0 ; t < taillex*tailley ; t++) // i create a yellow texture just for testing
*p++ = 255, *p++ = 255, *p++ = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D , 0 , 3 , taillex , tailley , 0 , GL_RGB , GL_UNSIGNED_BYTE , data);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, 0);
};
int MainSub()
{
glUseProgram(program);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f,0.2f,0.4f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mmatrix.Identity();
incz = -3.5f;
glTranslate(&mmatrix, incx, incy, incz);
glUniformMatrix4fv(glGetUniformLocation(program, "projectionmatrix"), 1, GL_FALSE, pmatrix.GetMatriceOpengl());
glUniformMatrix4fv(glGetUniformLocation(program, "modelmatrix"), 1, GL_FALSE, mmatrix.GetMatriceOpengl());
glBindVertexArray(vao);
glUniform1i(tex, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texture);
//glDrawArrays(GL_TRIANGLES, 0, 3); // draw first object
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT,0);
glBindVertexArray(0);
glUseProgram(0);
return true;
}
int WINAPI WinMain(HINSTANCE hinst,HINSTANCE hprev, LPSTR cmdline, int cmdshow)
{
static MSG msg;
HWND hwnd;
HDC hdc;
HGLRC hrc;
WNDCLASSEX wnd;
DWORD style;
DWORD exstyle;

wnd.cbSize = sizeof( WNDCLASSEX ) ;
wnd.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wnd.lpfnWndProc = WndProc;
wnd.hInstance = hinst;
wnd.hCursor = LoadCursor( NULL, IDC_HAND );
wnd.hIcon = LoadIcon(NULL, IDI_ASTERISK);
wnd.hIconSm = LoadIcon(NULL, IDI_WINLOGO);
wnd.hbrBackground = 0;
wnd.lpszMenuName = 0;
wnd.cbClsExtra = 0;
wnd.cbWndExtra = 0;
wnd.lpszClassName = "wc";
RegisterClassEx(&wnd);

if (FULLSCREEN)
{
DEVMODE dm;
memset(&dm, 0, sizeof(dm));
dm.dmSize = sizeof(dm);
dm.dmPelsWidth = WIDTH;
dm.dmPelsHeight = HEIGHT;
dm.dmBitsPerPel = NBP;
dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettings(&dm, CDS_FULLSCREEN);
style = WS_POPUP;
exstyle = WS_EX_APPWINDOW;
ShowCursor(FALSE);
}
else
{
style = WS_OVERLAPPEDWINDOW;
exstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
}
RECT rc = { 0, 0, WIDTH, HEIGHT };
AdjustWindowRectEx( &rc, style, false, exstyle );
hwnd = CreateWindowEx( exstyle, "wc", "MyWindows", style, 0, 0, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hinst, NULL );
static PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
NBP,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16, // 16Bit Z-Buffer (Depth Buffer)
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
hdc = GetDC(hwnd);
unsigned int pixelformat = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, pixelformat, &pfd);
if (MAJOR < 3) // open Standard Context
hrc = wglCreateContext(hdc);
else
hrc = wglCreateContextAttribsARB(hdc, 0, attriblist); // open à New Core Context
wglMakeCurrent(hdc, hrc);
ShowWindow( hwnd, cmdshow );

Init();
const GLubyte *version = glGetString(GL_VERSION);
MessageBox(NULL,(char *)version ,"Opengl Version",MB_OK|MB_ICONEXCLAMATION);
while( msg.message != WM_QUIT )
{
if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
MainSub();
SwapBuffers(hdc); // Double Buffer
}

if (FULLSCREEN)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}
wglMakeCurrent(NULL,NULL);
wglDeleteContext(hrc);
hrc = 0;
ReleaseDC(hwnd,hdc);
hdc = 0;
DestroyWindow(hwnd);
hwnd = 0;
UnregisterClass("wclasse",hinst);
delete [] data;
return static_cast<int>( msg.wParam );
}
LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam )
{
static short width;
static short height;
switch( message )
{

case WM_DESTROY:
PostQuitMessage( 0 );
break;
case WM_SIZE:
width= LOWORD(lparam);
height = HIWORD(lparam);
if ( height == 0 )
height = 1;
glViewport(0, 0, width, height);
glPerspective( pmatrix, 45.0f, (GLfloat)width/(GLfloat)height, 0.1f, 100.0f );
break;
default:
return DefWindowProc( hwnd, message, wparam, lparam );
}
return 0;
}
[/CODE]

Vertex shader :
[CODE]
#version 330
layout(location = 0)in vec3 vertex;
layout(location = 1)in vec2 texture;
out vec2 _texture;
uniform mat4 projectionmatrix;
uniform mat4 modelmatrix;
void main(void)
{
mat4 mvpMatrix = projectionmatrix * modelmatrix;
_texture = texture;
gl_Position = mvpMatrix * vec4(vertex, 1.0);
}
[/CODE]

Fragment Shader :
[CODE]
#version 330
in vec2 _texture;
out vec4 fragcolor;
uniform sampler2D gsample;
void main(void)
{
fragcolor = texture2D(gsample, _texture);
}
[/CODE]

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#1 guideline: In debug mode, after each call to a glXXX function, call http://www.opengl.org/sdk/docs/man/xhtml/glGetError.xml . With OpenGL, you can never be sure, and you must at least detect the few problems OpenGL is capable of reporting. I call the following function after each glXXX call:
[code]

int Graphics::CheckErrors(const char *hintOperation)
{
#ifndef OPTIMIZED_RELEASE
GLenum returnError = 0;
GLenum error = GL_NO_ERROR+1;
int maxIters = 100; // Arbitrarily cap the number of iterations to avoid infinite loop on buggy drivers.
while(error != GL_NO_ERROR && maxIters-- > 0)
{
error = glGetError();
if (error != GL_NO_ERROR)
{
LOGW("glGetError: \"%s\" failed: Error %s (0x%X) received!\n", hintOperation, GetGLErrorString(error), (int)error);
returnError = error;
}
}
return returnError;
#else
return 0;
#endif
}
[/code]
Then I do something along the lines of
[code]
#define GL_CALL(x) { x; Graphics::CheckErrors(#x); }

GL_CALL(glBindVertexArray(vb->vertexArrayObject));
[/code]

#2: Use [url="http://www.gremedy.com/"]gDEBugger[/url] to peek inside your application execution. This allows you to verify GL server side state and confirm that everything is as you expected.

I find that the combination of #1 and #2 has allowed me to get past all the problems I've encountered, without having to spend days scratching my head.

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thanks Clb,

I delete all the verification that the source is as short as possible.

but it's true that I should use glGetError but even with use are
this does not solve my problem :-(

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I'm an idiot

in fact I did not put [b]glGetError everywhere[/b], I thought one was enough to know if opengl met an error.
[b]I was in my wrong :-([/b]
my problem of texture came from :

glTexImage2D (GL_TEXTURE_2D, 0, [b]3[/b], taillex, tailley, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

glGetError tells me an "GL_INVALID_ENUM"

must be replaced by:

glTexImage2D (GL_TEXTURE_2D, 0, [b]GL_RGB[/b], taillex, tailley, 0, GL_RGB, GL_UNSIGNED_BYTE, data);


I have not had time yet to test gldebugger (but I'll do it soon)

thank you very much Clb for helping me find this bug.

another question:

attriblist int [] = {WGL_CONTEXT_MAJOR_VERSION_ARB, MAJOR, WGL_CONTEXT_MINOR_VERSION_ARB, MINOR, [b]WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, 0[/b]};

and

attriblist int [] = {WGL_CONTEXT_MAJOR_VERSION_ARB, MAJOR, WGL_CONTEXT_MINOR_VERSION_ARB, MINOR, [b]0[/b]};

appears to be identical?

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      Any assistance on this would be most appreciated. I been everywhere and seems no one knows or is to lazy to help me out. It would be nice to have assistance for once. I don't know what I need to learn. 
      So links of topics I need to learn within the comment section would be SOOOOO.....Helpful. Anything to just get me started. 
      Thanks, 
      Dejay Hextrix 
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
       
       
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
      Thanks!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
      Thanks.
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