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OpenGL OpenGL and Windows XP

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Does anyone know what the deal is with OpenGL and XP, why does it run so slow? Seems like there is no hardware acceleration or something, any ideas?

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Get rid of XP. Maybe upgrade your ram to. THe thing takes 128 megs, even though they usually say 64. You probably want atlest 256 megs on your system

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XP is just fine. It''s most stable release of Windows since 3.11. Martee is right, get drivers for your video card that are rated as XP Compliant and you''ll be fine. And don''t worry too much about the ram issue, most computers these days have 128 and if so, you''ll be okay. And upgrading isn''t much of an issue either since it''s so cheap these days.

- Mike

P.S. If you need help locating, let me know which video card you have and I''ll tell you where to get the driver.

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quote:

According to stress tests that would be NT 4.0. The more end user content that is added, the more possibilies for error there are.



No way! NT 4.0 is much less stable for me (where I work).

Of course, anecdotal evidence is always suspect, but I''ve never had a problem with 2k. Mind you, what I''ve seen of XP (at least on my system) isn''t that good (VC++ keeps crashing!) (still, I''ll wait for the first SP to make a proper decision, heh)


codeka.com - Just click it.

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Windows 3.11 stable? Umm isn''t that the one where an app could take the entire CPU up and not return control?

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quote:
Original post by Martee
Upgrade your video drivers.

~~~~~~~~~~
FreeBSD.org - worship the Daemon!



I have a Riva TNT2 32Mb videocard, but the newest driver from NVidia - XP-Detonator doesn''t help me with the problem with GL&XP, I think XP bugging on some video cards

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OK Scooter ...

Win2K is a fantastically stable OS ... ME and XP are not. They are both based on W2K ... but with many problems ... how many OS''s have you tried to run this on?

XP isn''t designed to support OpenGL, because it isn''t MS''s idea of the way forward ... Get a copy of W2K and then you''ll be OK

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Guest Anonymous Poster
I''ve worked with Win NT for years and now I use Win2k (though changing to Linux more and more). I was rather happy with NT stability, and I am *really* happy with Win2k, it is very stable (OK, for a Microsoft OS, doesn''t compare to Linux I tried WinXP, I was first horrified by the UI, changed it back to the original. But the stability is so much worse than 2k that I changed back a few days later.

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Why would anyone use windows when they knew enough to use linux, freebsd, mac, BeOs, etc..? You still get 3d(my linux nvidia setup outruns my windows, the most recent nvidia drivers are very stable with X). I mean I have NEVER had a crash with linux in 4 years. Not one. The worst thing that ever happened was X server locked because of a bug in the old nvidia drivers

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quote:
Original post by Witchcraven
Why would anyone use windows when they knew enough to use linux, freebsd, mac, BeOs, etc..?

Perhaps because they prefer Windows??

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quote:
Original post by halt
[quote]Original post by Martee
Upgrade your video drivers.

~~~~~~~~~~
FreeBSD.org - worship the Daemon!

I have a Riva TNT2 32Mb videocard, but the newest driver from NVidia - XP-Detonator doesn't help me with the problem with GL&XP, I think XP bugging on some video cards







Halt, same here. XP Detonator crashes XP the hell is up with that how can they release it as signed and it crash. Could you let me know if you find a solution or upgrade to this problem.?
BSoblesky@aol.com

Edited by - Scooter on October 30, 2001 12:19:56 AM

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quote:
Original post by Shag
Win2K is a fantastically stable OS ... ME and XP are not. They are both based on W2K ... but with many problems ...


WinME is based on Win9x, it is only a small up(down?)grade to win98. XP is just as stable as Win2k on my pc, but runs a lot smoother.

quote:
Original post by Shag
XP isn''t designed to support OpenGL, because it isn''t MS''s idea of the way forward ...


XP has an OpenGL D3D wrapper built into it so that even without OGL drivers from your card manufacturer you can run hardware accelerated OGL games. The speed isnt nearly as good as a proper OpenGL ICD, but its better than nothing. XP has just as much OGL support as 2k and 9x do.

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quote:
Original post by Scooter
[quote]Original post by halt
[quote]Original post by Martee
Upgrade your video drivers.

Halt, same here. XP Detonator crashes XP the hell is up with that how can they release it as signed and it crash. Could you let me know if you find a solution or upgrade to this problem.?
BSoblesky@aol.com

Edited by - Scooter on October 30, 2001 12:19:56 AM


I think the only way to get rid of this problem is upgrade a video card up to GeForce2, my TNT2 is noname and who knows, may be MicroSoft made XP to bug on Noname cards or they just want programmers make games on DirectX in spite of GL. I sent XP to ass and returned to W98SE.

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quote:

>quote:Original post by Witchcraven
>Why would anyone use windows when they knew enough to use linux, >freebsd, mac, BeOs, etc..?

Perhaps because they prefer Windows??




No, by god, surely not.

I use Windows because I have to, 3DSmax doesn''t run on Linux. But as I said above, I think Win2k isn''t that bad, it''s actually rather stable - WinXP is not. Next year, our company considers changing to Maya-4, this would be great, since there is a Linux version, or even better, an SGI version.

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Well, I do know enough to use Linux, FreeBSD, and MacOS. I''ve been doing so for the past two or three years. And yet I still prefer Windows. Hmm. Perhaps choice of operating system is a matter of opinion, and not "Linux is better! Anyone who doesn''t use Linux is teh suck!!"

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I quit using Linux because I needed actualy productivity beyond writing code (and the occasional GIMP graphics). Linux word processors still lag behind Windows (by far!): I believe it was the ApplixWare spellchecker that suggested pagoda for webpage ... I switched to Windows because it has a larger userbase; I swithced to Windows because it actually allows me to spend more time getting work done (believe it or not, though I''m excluding all 9x and earlier versions) than nursing my system. I can upgrade software in seconds (usually without even reading the README) under Windows; in Linux I have to read the readme, build the software and then run the config util (if they''re good), or manually tweak the .conf file to my satisfaction.

I''m not knocking Linux; I love it and still use it (it features prominently in some of my projects, particularly in "invisible OS" scenarios). But the attitude that "only a fool would use Windows when he knew enough to use Linux" is why Linux has not acheived maintsream status - a computer is a tool, not a status icon.

But we digress...

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Regarding linux:

a little joke between myself and one of the support guys at my company:

"FreeBSD is for people that love UNIX, Linux is for people that hate Microsoft"

With that said, no matter your flavor of *NIX, it''s limited. Yes, you can play games (a select few) and yes you can develop games (for people who use *NIX which is a very small percentage compared to Windows users) but it''ll never be windows.

Windows is the industry standard, like it or not. People at home, use Windows. People at work, use Windows. People who play games.... use Windows.

Certainly there are those who don''t, but they are, by no means, the majority.

One way or another, you''ll have to use it and like it if you want to develop games.

Now, regarding Windows XP:

There''ll always be people that bash it because it''s new, because it''s different, because it''s microsoft. But quite honestly, it''s stable. Very stable. I speak for more than myself when I say that I beleive it''s the most stable release yet.

Take into consideration what might be causing yours to be unstable.

Did you install XP over an already damaged system or did you do a new install on a clean partition?
Do you have high-quality hardware with high-quality drivers? Or do you have the cheapest you could find? Good drivers will make or break windows. They shouldn''t, but they do. If you go pick up a $5 network card, chances are, it''s driver is horrible and will take your machine down. Or your sound card, or video card... Companies like Compaq, HP, Dell do it all the time. Put the cheapest hardware possible to raise profit margins. This cheap hardware often has poor drivers, if it hasn''t been hacked to work with the custom hardware in the first place.

Also, do you have the Microsoft Certified XP drivers for all your your hardware? If you don''t, you''ll have problems there, too. And you can''t bash XP for that reason because when 2000 came out, it had the same problem. Nothing worked for it and it took quite some time to get the latest, supported drivers. XP on the other hand had supported drivers quickly. At least by the major companies.

So that''s my post. Stop bashing things and the people that use them. I think the most important thing is to know all Operating Systems and like them all for their specific area of excellence.

- Mike

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quote:
Original post by mkaltner
"FreeBSD is for people that love UNIX, Linux is for people that hate Microsoft"


While I see why you say that, I can tell you that''s not always the case (as I''m sure you know). The only reason I haven''t tried other unixes is because they don''t have drivers for my video card, and if I''m going to be writing games I surely need hardware accelerated OpenGL . If I ever build a server I''m going to try a BSD, since I don''t need it to do anything with graphics. Someday...

[Resist Windows XP''s Invasive Production Activation Technology!]

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quote:
Original post by Witchcraven
Why would anyone use windows when they knew enough to use linux, freebsd, mac, BeOs, etc..? You still get 3d(my linux nvidia setup outruns my windows, the most recent nvidia drivers are very stable with X). I mean I have NEVER had a crash with linux in 4 years. Not one. The worst thing that ever happened was X server locked because of a bug in the old nvidia drivers


BeOS, quite sadly, is dying a slow death. I believe it has been sold and won''t be developed, at least on Intel. Shame - I was looking forward to their new GL support.

And I''ve crashed Linux too... I ran WINE

~~~
Cheers!
Brett Porter
PortaLib3D : A portable 3D game/demo libary for OpenGL
Community Service Announcement: Read How to ask questions the smart way before posting!

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quote:
Original post by brettporter
And I''ve crashed Linux too... I ran WINE



Linux wouldnt boot on one of my old systems, and X would crash and lock up the system on another. Both ran Windows without a single crash or error at all.

Redhat is also the only dist of linux that installs and runs fine on my main (ie this) pc as well. It would be nice if my ISP supported linux.

And for those that are going to say "Your ISP will work under linux, you just dont know how"... Im on a wireless connection, and there are no drivers for my receiver card. I have scoured the net, even trying drivers for remotely similar cards... nothing

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i used to use NT4 and found it VERY stable (the only thing that crashed it was when i tried to alt+tab out of a fullscreen DX app ). i upgraded to win2k and have had no problems with it. the system has NEVER frozen on me (apart from when i forgot to install the new detonator drivers), and only very occasionally do my apps crash, and they are mainly internet explorer and media player.

i cant comment on XP and personally i dont want to. it offers me nothing new apart from an even fancier interface. i upgraded to 2k out of nessecity (DX3 was getting on my nerves ).

when microsoft stop making directx for 2K, i MIGHT consider it, but only if the GL drivers are up to scratch. until then, i''m staying put with 2K.

MENTAL

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      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By reenigne
      For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials
      I also run grhmedia.com where I host the projects and code for the tutorials I have online.
      Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month.

      Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views.
      Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags.

      At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. 

      I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. 
      I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site.

      I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month.
      I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like.
      I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month.
      Maybe another fee if it is related but not directly in the content. 
      The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process.

      So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable?
      Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea.

      I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos. 
    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
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