• Advertisement
Sign in to follow this  

OpenGL C++ Win32 && OpenGL 3.3 Not Updating FrameBuffer and or Device Context?

This topic is 1435 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Could someone tell me why the backbuffer or frontbuffer will not update the device context I've been stuck on this problem for 3days and It's driving me crazy!?
 
- Win7 64bit 
- OpenGL 3.311672 Compatibility Profile Context 
- Microsoft Visual Studio 2012  C++
 
The Pixel format is being assigned properly.
 
I've created the projections correctly,set the opengl clear color,swapped the buffers on the devicecontext in the "correct place".
 
What more does it want???...... 
 

 

Edited by xXxRosexXxEE

Share this post


Link to post
Share on other sites
Advertisement

In your DRAW_OPENGL routine, your glTranslatef call is a bug.  The first frame you'll translate by {3, 0, 0}, the second frame by {6, 0, 0}, the third frame by {9, 0, 0}, and so on.  This is because you don't load identity on your modelview matrix at the start of each frame, so each frame's translation is going to be in addition to the total translations for all previous frames.

Share this post


Link to post
Share on other sites

I was aware of the glTranslatef(); being on a constant loop , I was more concerned about the actual device context not updating unless your implicating that glTranslatef(); is the reason for the lack of data rasterized on the device context? .

 

Upon testing my theory with glTranslatef(); causing the lack of device context updating is false so you must have been implicating one of the already known bugs in my code I thank you for telling me atleast.

Edited by xXxRosexXxEE

Share this post


Link to post
Share on other sites

Try handling the WM_PAINT message, re-enable both the BeginPaint and EndPaint calls, even if you don't use the hDC

Share this post


Link to post
Share on other sites

Try:

hdc = GetDC( WindowHandle );

 
while( Running == true )
{
	while( PeekMessage( &Messages, NULL, 0, 0, PM_REMOVE ) )
	{
		TranslateMessage( &Messages );
		DispatchMessage( &Messages );
	}

	if( Messages.message == WM_QUIT )
	{
		Running = false;
	}
	else
	{
		DRAW_OPENGL();
		SwapBuffers( hdc );
	}
}

Your hdc was invalid, glClearColor requires floats in the range 0.0-1.0, and note PM_REMOVE in PeekMessage, and the removal of GetMessage.

 

 

 

Edit - I totally give up with the code formatting!!!

Edited by mark ds

Share this post


Link to post
Share on other sites

NEWS IN! 

 

I just got the clear screen color to show so at least that portion of the code works to fix it I just put the SwapBuffer and DRAW_OPENGL function within the begin paint and end paint function and it worked. 

 

The question now becomes how do I see the triangle hmmm...

Share this post


Link to post
Share on other sites

If you do that you will have no frame rate. You had it right the first time except:

 

-You must handle WM_PAINT even if you dont actually do anything other than GetDC/ReelaseDC

-You have two LOCAL hdc variables and you assign the hdc is your window proc function so the copy in your Main function is still null when you try to SwapBuffers with it. Declare the hdc as a global (at the top) (this is considered bad practice but for now it will give a quick result.) Then remove the local declarations to it.

 

-Also I could not get your message pump to work so I replaced it with one along the lines as the FM above did. Using that one should be just fine.

My bad created a bug whilst fiddling with your code, your pump  seems to work ok

Edited by empirical2

Share this post


Link to post
Share on other sites

Thank you empirical2!

 

So now my context is created , my projection is fine "for now" and I've drawn the vertex positions then why hasn't the rasterization occurred

I see no triangle even with glTranslate3f(); commented out....????  also I'm able to make it so I can see GDI textout function which is funny lol.

 

eTLw1fk.png

Edited by xXxRosexXxEE

Share this post


Link to post
Share on other sites

Your triangle is tiny and off screen.

 

In orthro mode the coods are pixel coords.

 

Use glLoadIdentity() at the start of draw.

 

Use a big glTranslate (like 10,10,0)

and you should see a dot.

 

Alsoif  you can use TextOut then its becuase your screen is not being redrawn by OGL on a continuous bases because you have your swapbuffers function in your WM_PAINT case still?

Share this post


Link to post
Share on other sites

Yes!!!! Who ever says getting a singular image onto the framebuffer is easy suck on it <3

 

4ZWszv8.png

 

Thank you so much I need to learn more of the mathematics behind projections do you have any good sources?

Edited by xXxRosexXxEE

Share this post


Link to post
Share on other sites

If this if any consolation...

 

John Carmack on twitter "Beginning gfx programmers take heart--even an expert can sometimes spend two hours trying to figure out WTF no triangles are being drawn."

 

This is a pretty good resource for modern Open GL - http://www.arcsynthesis.org/gltut/index.html, as is this - http://antongerdelan.net/opengl/

Edited by mark ds

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • 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
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glUseProgram(program.get());
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glUseProgram(0);
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
       
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
  • Advertisement