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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.

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    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      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 !
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    • By Jens Eckervogt
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    • By Jens Eckervogt
      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!
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OpenGL multiple windows/instances and gl::GL_MAX_DRAW_BUFFERS

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hi,

 

my current renderer uses a number of frame+renderbuffers and rendertextures at the moment. I wanted to implenent the possibility to render to multiple independent windows and got multiple OpenGL 3.0 contexts running and at first it worked, without render buffers on the other windows.

 

But when the second windows' scene got more complex and I added renderbuffers and framebuffers the problems began.

 

 

GLint maxBuffers;
gl::GetIntegerv(gl::GL_MAX_DRAW_BUFFERS, &maxBuffers);

returns 8, and the first window consumes 5-6. I tried starting my app.exe twice with only 1 window and both ran without any trouble (2 app.exe each 1 window), but when starting only 1 app.exe and having it spawn 2 windows with each a context, i get GL_INVALID_VALUE on gl::GenFramebuffers, which indicates to me that both contexts' buffer count add up.

 

 

How can i have my HGLRC's work indepentent like 2 separate apps, within one?

Thanks in advance

Edited by miggs

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GL_MAX_DRAW_BUFFERS indicate the maximum number of buffers in which you can simultaneously draw, not the number you can create. So your problem is not here.

 

Do you call wglMakeCurrent in each thread in order to use the correct context?

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i do call wglMakeCurrent, but the thing is: i don't call it in each thread, since i only run 1 thread. I do run both window computations and draw methods one after the other. (both windows don't need a lot of computations so this works for me i'd like to keep it simple)

 

imagine my loop is like:

instance1 = new inst... // an instance containing it's scene logic, window, and opengl context
instance2 = new inst...

while(myloopShouldBeRunning)
{
    instance1->update()->draw(); // calls makecurrent does it's stuff and renders
    instance2->update()->draw(); 
}

 

could the problem be that i run multiple contexts on the same thread?

 

 

EDIT:

problem solved

 

a background worker thread had some old not cleaned up messy code that switched the context in some cases at uncontrolled times...

Edited by miggs

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