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• ### Similar Content

• 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 Vao render problem on ATI graphic card

This topic is 1702 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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This code runs with Opengl 3.2

The code works when i use Nvidia graphic card on both Windows 7 and Ubuntu.

But when i tested on my laptop with Radeon HD 5650 on windows 7 only 50% of my vao buffer was rendered to the screen the other 50% did not render at all.

I have tested to run with different shaders and changed how i created my vao buffer but i have had no luck finding out what is the problem.

Can anyone see what can be the problem because i have viewed me blind on this problem for a few days.

//Vao buffer

//I have assumed that my vertex and index creation step works due to they have
//been  successfully rendered on different machine with different OS
//int vertexSize = 8
//float* _pData; /*float x,y,z; float r,g,b; float ux, uy;*/
//unsigned int* _pIndex;

//vao creation
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);

//Bind the VBO and setup pointers for the VAO
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _numVertex * vertexSize * sizeof(float), pData, GL_DYNAMIC_DRAW);

glVertexAttribPointer( vertexId, 3, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, BUFFER_OFFSET(0));//vertex
glVertexAttribPointer( vertexColorId, 3, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, BUFFER_OFFSET(sizeof(float)*3));//Color
glVertexAttribPointer( UvCordId, 2, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, BUFFER_OFFSET(sizeof(float)*6));//Uv

glEnableVertexAttribArray( vertexId );
glEnableVertexAttribArray( vertexColorId );
glEnableVertexAttribArray( UvCordId );

//Bind the IBO for the VAO
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _numIndex * sizeof(GLuint), _pIndex, GL_DYNAMIC_DRAW);

glBindVertexArray(0);

///////////////////////////////////////////////////////////
//render code

glUseProgramObjectARB( _program );
glUniformMatrix4fv( _projViewLoc,  1, false, _projectionCameraMatrix );
glUniformMatrix4fv( _modelViewLoc,  1, false, _modelMatrix );
glUniform1i( _textureLoc, 0 );

//Bind texture
glActiveTexture( GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _textureId );

//Bind and render vao
glBindVertexArray( _vao );
glDrawRangeElements(GL_TRIANGLES, 0, _numVertex, _numIndex, GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);

//vertex shader
#version 140
uniform mat4 projCamView, modelMatrix;
in vec3 position;
in vec3 inColor;
in vec2 inTextCord;
out vec2 TextCord;
out vec3 vertexColor;
void main()
{
TextCord = inTextCord;
vertexColor = inColor;
gl_Position = projCamView * modelMatrix * vec4(position,1.0f);
}

#version 140
uniform sampler2D myTexture;
in vec2 TextCord;
in vec3 vertexColor;
out vec4 Frag_Color;
void main()
{
vec4 textureColor = texture2D(myTexture, TextCord);
Frag_Color = vec4( textureColor.rgb * vertexColor, textureColor.a );
}


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From a quick look, I can see that you're mixing the old GL_ARB_shader_objects extension with more modern code, in particular expecting that old extension to support GLSL version 140.  I'd suggest that you initially stop doing that and use the core GL functions instead, since GLSL 140 didn't exist when GL_ARB_shader_objects was specified, and you shouldn't expect it to be supported.

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Have taken your advice and removed all ARB extension from the project.

Sadly it did not fix the problem.

How the program look on my computer with Nvidia graphic card.

How it looks on my laptop with ATI graphic card

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Hi,

I actually had the reverse problem, it was working on my Radeon card, but it wasn't for other people their Nvidia.

An exaple of how to use cgc with command line:

C:\Users\Kevin>cgc -oglsl -strict -glslWerror -nocode -profile gp5fp "C:\Users\Kevin\Documents\Test\Shaders\test.frag"
C:\Users\Kevin>cgc -oglsl -strict -glslWerror -nocode -profile gp5vp "C:\Users\Kevin\Documents\Test\Shaders\test.vert"

This method has helped me eliminate any issues I've had with "incompatibility".

Good luck and cheers!

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Judging by your VAO setup and rendering snippets, it looks like you're assuming that the calls to glEnableVertexAttribArray are bound to the particular VAO. They are not. In fact, that state is not even bound to the active shader program.

I had a bug once that revolved around this assumption. It turned out that calls to glEnableVertexAttribArray while one shader was active was causing some driver state trampling when I was rendering using another shader.

This might be your issue if you have multiple shaders. If so, then perhaps you can try disabling the currently enabled attributes when switching shaders.