Sign in to follow this  
Tim Lawton

OpenGL Textures over lapping and causing FPS drops, help.

Recommended Posts

Tim Lawton    179
Hey there,

I've recently tried to texture a cube in DirectX11, although I've encountered a problem and Im not sure how to fix it. The problem is I only want the texture to apply to one of my two cubes, and it applies to both and seems to be constantly overlapping the texture, and not keeping it as 1 solid texture.

here is what the application currently looks like when its ran: http://img525.imageshack.us/img525/8264/directx11bug.png

and here is what the texture should look like: http://www.directxtutorial.com/Images/Textures/Wood.png

This is my render function will draws the applies translation etc to the cubes

Object.cpp
[CODE]
void Object::Render(ID3D11DeviceContext * pImmediateContext)
{
/* VARIABLES */
//Load Constant Buffer Struct
CBUFFER cBuffer;
//Setup HLSL lighting
cBuffer.LightVector = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 0.0f);
cBuffer.LightColor = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
cBuffer.AmbientColor = D3DXCOLOR(0.2f, 0.2f, 0.2f, 1.0f);
//simple animation
static float Time = 0.0f;
Time += 0.0001f;

/* SETUP MATRIX */
//Create the view matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(0.0f, 5.0f, 10.0f), //Camera position
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), //the look-at position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f) //the up direction
);
//Create the projection matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
(FLOAT)D3DXToRadian(45), //Field of View
(FLOAT)1280 / (FLOAT) 720, //aspect ratio
1.0f, //near view-plane
100.0f); //far view-plane
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
pImmediateContext->IASetIndexBuffer(g_pIBuffer, DXGI_FORMAT_R32_UINT, 0);
// select which primtive type we are using
pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
/* CUBE 1 */
//Create the rotation matrix, spin on the Y axis at 0.001f per frame
D3DXMatrixRotationY(&matRotate, Time);
//Move the shape
D3DXMatrixTranslation(&matTranslate, 5.0f, 2.0f, 0.0f);
//Create the final transform
cBuffer.Final = matRotate * matTranslate * matView * matProjection;
cBuffer.Rotation = matRotate;
//Load in Shaders
VertexShader(pImmediateContext);
PixelShader(pImmediateContext);
//Draw
pImmediateContext->UpdateSubresource(g_pCBuffer, 0, 0, &cBuffer, 0, 0);
pImmediateContext->DrawIndexed(36, 0, 0);
/* CUBE 2 */
//Create the rotation matrix, spin on the Y axis at 0.001f per frame
D3DXMatrixRotationX(&matRotate, Time);
//Move the shape
D3DXMatrixTranslation(&matTranslate, -5.0f, 2.0f, 0.0f);
//Create the final transform
cBuffer.Final = matRotate * matTranslate * matView * matProjection;
cBuffer.Rotation = matRotate;
//Draw
pImmediateContext->UpdateSubresource(g_pCBuffer, 0, 0, &cBuffer, 0, 0);
pImmediateContext->PSSetShaderResources(0, 1, &woodTexture); //add texture
pImmediateContext->DrawIndexed(36, 0, 0);
}
[/CODE]

main.cpp
[CODE]
obj.InitObject(gfx.getDevice(), gfx.getImmediateContext());
// Main message loop
MSG msg = {0};
obj.InitGraphics(gfx.getDevice(), gfx.getImmediateContext());
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
gfx.clearBackBuffer(); //Clear Stage
obj.Render(gfx.getImmediateContext()); //Draw
gfx.present(); //Present
}
}
obj.CleanupObject(); //Cleanup Objects
gfx.CleanupDevice(); //Cleanup Graphics
return ( int )msg.wParam;
[/CODE]


shader.fx
[CODE]
//Created by Tim Lawton 2012
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
//Constant Buffer
cbuffer ConstantBuffer
{
float4x4 final; //4x4 matrix which holds the final value
float4x4 rotation; //rotation matrix
float4 lightvec; //Light's Vector
float4 lightcol; //light's colour
float4 ambientcol; //Ambient light's colour
}
Texture2D Texture;
SamplerState ss;
//Struct to return two values
struct VOut
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float4 position : SV_POSITION;
};

VOut VShader(float4 position : POSITION, float4 normal : NORMAL, float2 texcoord : TEXCOORD)
{
VOut output;
output.position = mul(final, position);
// set the ambient light
output.color = ambientcol;
// calculate the diffuse light and add it to the ambient light
float4 norm = normalize(mul(rotation, normal));
float diffusebrightness = saturate(dot(norm, lightvec));
output.color += lightcol * diffusebrightness;
//Set texture coordinates
output.texcoord = texcoord;
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PShader(float4 color : COLOR, float2 texcoord : TEXCOORD) : SV_TARGET
{
return color * Texture.Sample(ss, texcoord);
}
[/CODE]





Now I don't think theres any problems coming from my .fx file, and yes I have inserts the U and V cords into the Vertex Struct to apply texture to the cube, and have the load up method and it is being released at the end.

Although I dont know why it's doing this, has anyone else encountered a problem like this before and how did they overcome it?

in OpenGL I was able to do Begin() and Flush() between each object I was drawing, is there a function similar to that in DirectX11?

Thanks!

Share this post


Link to post
Share on other sites
papulko    1418
Long shot, but did you create and set the ID3D11SamplerState accordingly? My best bet would still be that one/some of the UV coordinates got the wrong value. Edited by papulko

Share this post


Link to post
Share on other sites
Adam_42    3629
As a simple test to see if it's the texture co-ordinates you can adjust the pixel shader to show you some data. These options should show you what's going on - comment out the lines of code to try each one:

[code]
float4 PShader(float4 color : COLOR, float2 texcoord : TEXCOORD, float4 screenSpace : SV_Position) : SV_TARGET
{
return float4(texcoord.x, texcoord.y, 0.0f, 1.0f); // Display texture coords in the red and green channels of the output for debugging
return Texture.Sample(ss, screenSpace.xy); // Map texture in screen space for debugging

return color * Texture.Sample(ss, texcoord);
}
[/code]

P.S. The FPS drop is probably because mip mapping is off. Edited by Adam_42

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By Zaphyk
      I am developing my engine using the OpenGL 3.3 compatibility profile. It runs as expected on my NVIDIA card and on my Intel Card however when I tried it on an AMD setup it ran 3 times worse than on the other setups. Could this be a AMD driver thing or is this probably a problem with my OGL code? Could a different code standard create such bad performance?
    • By Kjell Andersson
      I'm trying to get some legacy OpenGL code to run with a shader pipeline,
      The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information.
      I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent.
      I've got a version 330 vertex shader to somewhat work:
      #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine.
      What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++.
      Question:
      What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined?
       
      Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
    • By markshaw001
      Hi i am new to this forum  i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
       
    • By KarimIO
      Hey guys. I'm trying to get my application to work on my Nvidia GTX 970 desktop. It currently works on my Intel HD 3000 laptop, but on the desktop, every bind textures specifically from framebuffers, I get half a second of lag. This is done 4 times as I have three RGBA textures and one depth 32F buffer. I tried to use debugging software for the first time - RenderDoc only shows SwapBuffers() and no OGL calls, while Nvidia Nsight crashes upon execution, so neither are helpful. Without binding it runs regularly. This does not happen with non-framebuffer binds.
      GLFramebuffer::GLFramebuffer(FramebufferCreateInfo createInfo) { glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); textures = new GLuint[createInfo.numColorTargets]; glGenTextures(createInfo.numColorTargets, textures); GLenum *DrawBuffers = new GLenum[createInfo.numColorTargets]; for (uint32_t i = 0; i < createInfo.numColorTargets; i++) { glBindTexture(GL_TEXTURE_2D, textures[i]); GLint internalFormat; GLenum format; TranslateFormats(createInfo.colorFormats[i], format, internalFormat); // returns GL_RGBA and GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, createInfo.width, createInfo.height, 0, format, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DrawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); } if (createInfo.depthFormat != FORMAT_DEPTH_NONE) { GLenum depthFormat; switch (createInfo.depthFormat) { case FORMAT_DEPTH_16: depthFormat = GL_DEPTH_COMPONENT16; break; case FORMAT_DEPTH_24: depthFormat = GL_DEPTH_COMPONENT24; break; case FORMAT_DEPTH_32: depthFormat = GL_DEPTH_COMPONENT32; break; case FORMAT_DEPTH_24_STENCIL_8: depthFormat = GL_DEPTH24_STENCIL8; break; case FORMAT_DEPTH_32_STENCIL_8: depthFormat = GL_DEPTH32F_STENCIL8; break; } glGenTextures(1, &depthrenderbuffer); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); glTexImage2D(GL_TEXTURE_2D, 0, depthFormat, createInfo.width, createInfo.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthrenderbuffer, 0); } if (createInfo.numColorTargets > 0) glDrawBuffers(createInfo.numColorTargets, DrawBuffers); else glDrawBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "Framebuffer Incomplete\n"; glBindFramebuffer(GL_FRAMEBUFFER, 0); width = createInfo.width; height = createInfo.height; } // ... // FBO Creation FramebufferCreateInfo gbufferCI; gbufferCI.colorFormats = gbufferCFs.data(); gbufferCI.depthFormat = FORMAT_DEPTH_32; gbufferCI.numColorTargets = gbufferCFs.size(); gbufferCI.width = engine.settings.resolutionX; gbufferCI.height = engine.settings.resolutionY; gbufferCI.renderPass = nullptr; gbuffer = graphicsWrapper->CreateFramebuffer(gbufferCI); // Bind glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); // Draw here... // Bind to textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textures[2]); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); Here is an extract of my code. I can't think of anything else to include. I've really been butting my head into a wall trying to think of a reason but I can think of none and all my research yields nothing. Thanks in advance!
    • By Adrianensis
      Hi everyone, I've shared my 2D Game Engine source code. It's the result of 4 years working on it (and I still continue improving features ) and I want to share with the community. You can see some videos on youtube and some demo gifs on my twitter account.
      This Engine has been developed as End-of-Degree Project and it is coded in Javascript, WebGL and GLSL. The engine is written from scratch.
      This is not a professional engine but it's for learning purposes, so anyone can review the code an learn basis about graphics, physics or game engine architecture. Source code on this GitHub repository.
      I'm available for a good conversation about Game Engine / Graphics Programming
  • Popular Now