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• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

OpenGL NeHe FreeTypeFont tutorial - blank screen

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I'm trying to make the NeHe freetypefont tutorial to work, but I get a blank screen for some reason...

What I did:
- got precompiled Windows binaries of freetype (freetype-2.3.5-1-bin)
- made a project in Code::Blocks (SDL+OpenGL+FreeType lib included)
- downloaded the source code from http://nehe.gamedev.net/tutorial/freetype_fonts_in_opengl/24001/ (the Linux/SDL Code For This Lesson. ( Conversion by Aaron Graves) version) and I have not forgotten about the font either :)

So, I have built it and run and... I'm getting a blank screen. I added a standard "OpenGL triangle code" and it is displayed properly, so I assume OpenGl + SDL works as it should. I got no errors of any kind.

I don't know how to bite it. Is it because the tutorial is broken? Or I downloaded a broken version of it? Or I got a wrong/broken/incompatible version of FT library? Or something else?

Does anyone got this tutorial working? Edited by Acharis

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OK, maybe I should ask another question. Do you know of any working FreeTypeFont OpenGL rendering tutorial?

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First of all i never downloaded the code, i just read the tutorial (and understood it), and rewrote it myself, and it did work with me. And i also did it on windows.

And the Freetype library is correct, this tutorial uses freetype 2.

You say you downloaded the FreeType windows binaries, and the Linux/SDL code? It doesn't make sense.

If you have windows, then download the windows code, if you have linux, i believe the windows freetype binaries won't help.

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Windows

But the sources were for SDL, it's supposed to run on absolutelly everything...

Anyway, I can't use the VC++ source codes because these use glaux, which is not included in code::blocks.

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http://nehe.gamedev.net/tutorial/lesson_06_texturing_update/47002/

EDIT: Or if you want to use glaux, download the files here http://mycodelog.com/2010/05/15/gllibs/, place the files in their correct folders (you only need the glaux.h and glaux.lib), and see if the program works.

And keep in mind that this tutorial is deprecated in various ways.

Display lists, GL_LUMINANCE_ALPHA, drawing using glBegin()...glEnd(), glaux, etc are all deprecated in modern OpenGL (along with the way the freetype headera are included).

Also, i just downloaded the VC++ code, compiled it and it works for me EXCEPT you must change the following bit:



for(const char *c=text;*c;c++) {

to



const char *c=text;

for(;*c;c++) {

or an error will occur.

See if it works, and let me know.

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OK, maybe something easier first. Where can I get prebuild libraries of FreeType for Windows? Includes+lib+dlls, all that are guaranteed to be compatible and work together (doeas not matter which version, as long as all of these files are compatible).

I noticed the one I was using is kind of strange and does not look like the others (it has freetype2/freetype directory structure instead of freetype like all tutorials require, I manually changed it but... it's still suspicious, so maybe I just have some broken version of TTF library).

I tried the package from the official freetype site (http://download.savannah.gnu.org/releases/freetype/) but it has no prebuild libraries (and I definitely want to avoid building these myself now, I would then be completely in blind at which step I made a mistake if it does not work).

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Unzip the files, and you will have the include, lib, and dll files

You just need the freetype6.dll and freetype.lib.

The include file directory has the following structure

copy that same structure to your IDE include folder, but remove the 'freetype2' folder in between (it should become ...include\freetype\<the freetype headers>)

then link your project with the freetype.lib, and run it. It should work (i hope).

If you have doubts, or it doesn't work then post again.