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• By lxjk
Hi guys,
There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
This method can be naturally extended to clustered light culling as well.
The following image shows the general ideas

Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test

I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!

Eric

• 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

OpenGL OpenGL application stopped working

This topic is 1936 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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Sorry to ask but for some reason my OpenGL application does not seem to work. When I try to run/debug my application it stops and shows a message that my application stopped working. I tried to find ways to fix it, but I don't know what is causing to to stop working.

I listed all the classes and files associated with my application.

MainWindow.cpp

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>

const char g_szClassName[] = "Window";
BOOL quit = FALSE;

void EnableOpenGL(HWND hWnd,HDC * hDc,HGLRC * hRc);
void DisableOpenGL(HWND hWnd,HDC hDc,HGLRC hRc);

Editor Edit;

LRESULT CALLBACK WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch(msg)
{
case WM_CLOSE:
quit = TRUE;
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd,msg,wParam,lParam);
}
}

int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR CmdLine,int nCmdShow)
{
WNDCLASS wc;
HWND hWnd;
HGLRC hRc;
HDC hDc;
MSG msg;

wc.lpszClassName = g_szClassName;
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.hInstance = hInstance;
wc.style = CS_OWNDC;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.lpfnWndProc = WndProc;
RegisterClass(&wc);

hWnd = CreateWindow(
g_szClassName,
"OPENGL PRACTICE",
WS_OVERLAPPEDWINDOW | WS_CAPTION | WS_POPUP | WS_VISIBLE,
CW_USEDEFAULT,CW_USEDEFAULT,800,700,
NULL,NULL,hInstance,NULL
);

EnableOpenGL(hWnd,&hDc,&hRc);
Edit.init(hInstance);

ShowWindow(hWnd,nCmdShow);
UpdateWindow(hWnd);

while(!quit)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Edit.display();
SwapBuffers(hDc);
}
}

DisableOpenGL(hWnd,hDc,hRc);
DestroyWindow(hWnd);

return msg.wParam;
}

void EnableOpenGL(HWND hWnd,HDC * hDc,HGLRC * hRc)
{
*hDc = GetDC(hWnd);
int nFormat;

PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
0,0,0,0,0,0,0,0,0,0,0,0,0,
24,
8,
0,
PFD_MAIN_PLANE,
0,0,0,0
};

nFormat = ChoosePixelFormat(*hDc,&pfd);
SetPixelFormat(*hDc,nFormat,&pfd);

*hRc = wglCreateContext(*hDc);
wglMakeCurrent(*hDc,*hRc);
}

void DisableOpenGL(HWND hWnd,HDC hDc,HGLRC hRc)
{
wglMakeCurrent(NULL,NULL);
wglDeleteContext(hRc);
ReleaseDC(hWnd,hDc);
}

Editor.h

#include <windows.h>

class Editor
{
public:
void init(HINSTANCE hInstance);
void display();
private:
};

#endif



Editor.cpp

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>

#include "Texture.h"

unsigned int tex;
Bitmap *bitmap;

void Editor::init(HINSTANCE hInstance)
{
glClearColor(0.0,0.0,0.0,1.0);
glMatrixMode(GL_PROJECTION);
gluPerspective(45,640.0/480.0,1.0,500.0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_TEXTURE_2D);

float dif[] = {1.0,1.0,1.0,1.0};
glLightfv(GL_LIGHT0,GL_DIFFUSE,dif);
float amb[] = {0.2,0.2,0.2,1.0};
glLightfv(GL_LIGHT0,GL_AMBIENT,amb);

}

void Editor::display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

float pos[] = {-2.0,2.0,-3.0,1.0,};
glLightfv(GL_LIGHT0,GL_POSITION,pos);

glTranslatef(0.0,0.0,-5.0);

glBindTexture(GL_TEXTURE_2D,tex);
glTexCoord2f(0.0,1.0);
glVertex3f(-2.0,2.0,0.0);
glTexCoord2f(0.0,0.0);
glVertex3f(-2.0,-2.0,0.0);
glTexCoord2f(1.0,0.0);
glVertex3f(2.0,-2.0,0.0);
glTexCoord2f(1.0,1.0);
glVertex3f(2.0,2.0,0.0);
glEnd();
}



Texture.h

#include <windows.h>
#include <cstdio>

#ifndef TEXTURE_H
#define	TEXTURE_H

class Bitmap
{
public:
BYTE getPixelData(){return *pixelData;}
LONG getWidth(){return width;}
LONG getHeight(){return height;}
WORD getBpp(){return bpp;}
bool loadBmp(const char * FileName);
unsigned int loadTexture(const char * FileName);
private:
BYTE *pixelData;
LONG width,height;
WORD bpp;
};

#endif


Texture.cpp

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>

#include "Texture.h"

bool Bitmap::loadBmp(const char* FileName)
{
int numColors,offset;
DWORD size,diff;
BYTE *tempPixelData;

FILE *in;
in = fopen(FileName,"rb");

numColors = 1 << bmih.biBitCount;

size = bmfh.bfSize - bmfh.bfOffBits;
tempPixelData = new BYTE[size];
byteWidth = padWidth = (LONG)((float)width * (float)bpp/8.0);

height = bmih.biHeight;
diff = height * byteWidth;

if(bmih.biBitCount == 8)
{
colors = new RGBQUAD[numColors];
}
if(tempPixelData == NULL)
{
fclose(in);
return false;
}

while(padWidth % 4 != 0)
{
}
if(height > 0)
{
int j = size - 3;
offset = padWidth - byteWidth;
for(int i = 0;i < size;i += 3)
{
if((i + 1) % padWidth == 0)
{
i += offset;
}
*(pixelData + j + 2) = *(tempPixelData + i);
*(pixelData + j + 1) = *(tempPixelData + i + 1);
*(pixelData + j) = *(tempPixelData + i + 2);
j++;
}
}
else
{
height = height* - 1;
offset = 0;
do{
memcpy((pixelData + (offset * byteWidth)),
(tempPixelData + (offset * byteWidth)),
byteWidth);
offset++;
}while(offset < height);
}
}

unsigned int Bitmap::loadTexture(const char * FileName)
{
{
unsigned int id;
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,width,height,0,GL_RGB,GL_UNSIGNED_BYTE,pixelData);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);

return id;
}
}


Thank you, sorry to waste your time.

Also can you guys tell me what causes an application to stop working? Since I want to make sure I could prevent this from happening in the future.

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There are a lot of reasons why an application can stop working. Perhaps you should use your debugger and break while your program isn't responding and examine what it is doing and/or stuck on.

One thing I noticed is that your WndProc routine isn't returning a value when the default case isn't reached. However, that only applies to WM_CLOSE and WM_QUIT, so I doubt that is the issue here...

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It's a lot of code to go through, so I just skimmed it, but this looks suspicious:
Bitmap *bitmap;
...


I don't see you ever initializing bitmap. My guess is that it's an invalid pointer and you aren't setting it/allocating a Bitmap. Perhaps it shouldn't be a pointer and should just be a regular Bitmap instead of a Bitmap*? I see no reason to make it a pointer. I'm also unsure of why you made bitmap and tex global variables instead of member variables of Editor...

But yes, as fastcall22 said, now would be a great time to get familiar with your debugger. Edited by Cornstalks

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Well I made Tex and Bitmap no longer a global variable.

I also checked the debugger and it says the problem is this section of the code.

 if((i + 1) % padWidth == 0)
{
i += offset;
}
*(pixelData + j + 2) = *(tempPixelData + i);
*(pixelData + j + 1) = *(tempPixelData + i + 1);
*(pixelData + j) = *(tempPixelData + i + 2);
j++;

I tried deleting that part of the code and it worked but it didn't show the texture.

Any idea what could be wrong?

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Well, for one, you're never setting pixelData. This is the same problem that I said bitmap had. The thing about pointers is, if you don't give them a chunk of valid memory to point to, they're just pointing off into oblivion, and using them is a great way to crash your program. You need to allocate memory for pixelData if you're going to write to it.

Also, this:

while(padWidth % 4 != 0)
{
}


can be simplified to:

padWidth += padWidth % 4; // round up to multiple of 4


Actually, the more I look at it there's a whole bunch of problems with your code. colors and tempPixelData leak memory because you never delete [] what you new [] (there could be other leaks elsewhere; I haven't checked too thoroughly). You're mixing C with C++ when you shouldn't (for example, don't use FILEs, use std::fstreams, and use  std::copy instead of memcpy). But even if you keep using FILEs, you're not fclose()ing what you fopen().

And this if statement is useless:

if(tempPixelData == NULL)
{
fclose(in);
return false;
}

If new fails, it will throw an exception (std::bad_alloc), so there's no point in checking it for NULL.

Also, you should place your #includes inside of your inclusion guards (this isn't necessarily a problem, but it's "best practice").
Edited by Cornstalks