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OpenGL Open a 3.2 OPENGL context or superior

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Hi all,

just 2 questions
here is my code, I use the correct method to open a context "core profile"?
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 :

#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;
}


Vertex shader :

#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);
}


Fragment Shader :

#version 330
in vec2 _texture;
out vec4 fragcolor;
uniform sampler2D gsample;
void main(void)
{
fragcolor = texture2D(gsample, _texture);
}

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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:


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
}

Then I do something along the lines of

#define GL_CALL(x) { x; Graphics::CheckErrors(#x); }

GL_CALL(glBindVertexArray(vb->vertexArrayObject));


#2: Use gDEBugger 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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With all the glGetError checks in place, does any of them report any errors? What did gDEBugger say?

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I'm an idiot

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

glTexImage2D (GL_TEXTURE_2D, 0, 3, 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, GL_RGB, 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, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, 0};

and

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

appears to be identical?

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I hacked sfml a bit to have this functionality, here's how:
http://en.sfml-dev.org/forums/index.php?topic=7903.0

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      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
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
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