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• ### Similar Content

• By tj8146
I have attached my project in a .zip file if you wish to run it for yourself.
I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this?

Errors when I build my code:
1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Renderer.cpp
#include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
#pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
#include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
#pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
#pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }
Game.zip
• 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.

# OpenGL SDL + OpenGL V-Sync

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When I was using SDL alone for the graphics, SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); did the job, but now that I am using SDL as a container for OpenGL, with OpenGL being used for graphics, it does not work and the problem is back. I have been looking for a solution for a little over an hour now but I have had no luck. Is there a simple, cross-platform solution that I am missing here? I would like to be able to do it using what is already available in SDL.h and SDL_opengl.h. I have tried including glx.h, using the -glx compiler flag, and using glXSwapIntervalEXT(1);, but I received an undefined reference to that and want to avoid using extensions anyway (so I don't have to worry about different ones for different platforms and all of that). Thank you! :)

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The easiest way to do this is to add Sleep(17); in your main loop. This will cap your framerate to 60 and you will have kind of v-sync. For me also works SDL_GL_SetSwapInterval((int)vsync); this will cap your framerate to refresh rate of the screen and you will have v-sync.

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The easiest way to do this is to add Sleep(17); in your main loop. This will cap your framerate to 60 and you will have kind of v-sync. For me also works SDL_GL_SetSwapInterval((int)vsync); this will cap your framerate to refresh rate of the screen and you will have v-sync.

I have been already been capping my framerate. I get an undefined reference to SDL_GL_SetSwapInterval when I try calling that. Thank you for your response!

glXSwapIntervalEXT is not crossplatform, for win you should call wglSwapIntervalEXT. Also, if I am not mistaken, for glXSwapIntervalEXT you should link against libX11 as -lX11

Also you can look at this post: http://forums.libsdl.org/viewtopic.php?p=24220&sid=a85c51359b9040234fece5114e1d5787#24220

The fact that they are not cross-platform is one of the reasons I want to avoid using them. Thanks for the linker settings and the link! The post you linked to appears to be using SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); for versions of SDL that are not at least 1.3.0. I have used that and still have no luck. Do you suggest using SDL 1.3.0? Thanks for responding!

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I get an undefined reference to SDL_GL_SetSwapInterval when I try calling that.

Sorry, forgot to mention this requires SDL 2 to work.

Undefined reference is indication that you are not linking correct libraries.

I see that you want to make this work on linux - aside from SDL 2 see this http://www.bitsphere.co.za/gameDev/openGL/vsync.php

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Dang. I would like as much system compatibility as possible, and from what I have read, SDL 1.2 is supported the most, so I will need to use it. Thank you for the link! The information on the page seems to be helpful. Looks like I will have to settle with using extensions. Thanks again! :)

Edited by Tolito

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Update: I implemented the code on the page you mentioned and it prints that there is no V-Sync to the console window. When I leave swapInterval(1);, there is a loop of it saying that there is no V-Sync. When I comment it out, the rendering window actually renders, but there is no V-Sync.

dpy = XOpenDisplay(NULL);
screen_num = DefaultScreen(dpy);


The above code is how I am initializing the variables needed by the code you linked to. Hopefully what is going wrong is I should not be using "NULL" where I am, but I could not find anything else to put there. Thanks again!

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Do you suggest using SDL 1.3.0?

It will be a good start As proanim@ mentioned its now 2.0 and should be cloned/compiled from mercurial repo.

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Hopefully 2.0 will be considered the latest stable release here soon. What am I supposed to do about people on systems that only support SDL 1.2? Is SDL 2.0 less cross-platform? So many questions! Thanks for your responses, everyone!