• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Fadey Duh
      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!
    • 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 !
    • By codelyoko373
      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.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • 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!
  • Advertisement
  • Advertisement
Sign in to follow this  

OpenGL Texture help in JOGL

This topic is 1479 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

I am having problems with textures. Please tell me where I'm going wrong. Here is all the code I used.

I'm trying to add a texture to the square. This will eventually be part of an object making program.

package ObjectMaker;

import com.sun.opengl.util.Animator;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.IntBuffer;
import java.util.Random;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;



/**
 * ObjectMaker.java <BR>
 * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P>
 *
 * This version is equal to Brian Paul's version 1.2 1999/10/21
 */
public class ObjectMaker implements GLEventListener {
    public static final Random rnd = new _Random( System.currentTimeMillis() );
    public static final ObjectMaker objectmaker = new ObjectMaker();

    private int[] textures, image;
    int width, height;
    private IntBuffer ib;
    private GLU glu;

    public ObjectMaker(){
        width = 32;
        height = 32;
        image = new int[ width * height ];
        for( int o = 0; o < image.length; o++ ){
            int x = o % width, y = o / width;
            image[ o ] = (int)Math.floor(
                    Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
        }
        ib  = IntBuffer.wrap( image );
        glu = new GLU();
    }

    public static void main(String[] args) {
        Frame frame = new Frame("Simple JOGL Application");
        GLCanvas canvas = new GLCanvas();

        canvas.addGLEventListener( objectmaker );
        frame.add(canvas);
        frame.setSize(640, 480);
        final Animator animator = new Animator(canvas);
        frame.addWindowListener(new WindowAdapter() {

            @Override
            public void windowClosing(WindowEvent e) {
                // Run this on another thread than the AWT event queue to
                // make sure the call to Animator.stop() completes before
                // exiting
                new Thread(new Runnable() {

                    public void run() {
                        animator.stop();
                        System.exit(0);
                    }
                }).start();
            }
        });
        // Center frame
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
        animator.start();
    }

    public void init(GLAutoDrawable drawable) {
        // Use debug pipeline
        // drawable.setGL(new DebugGL(drawable.getGL()));

        GL gl = drawable.getGL();
        System.err.println("INIT GL IS: " + gl.getClass().getName());

        // Enable VSync
        gl.setSwapInterval(1);

        // Setup the drawing area and shading mode
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.

        textures = new int[ ]{ 0 };
        buildTestTexture(gl);
    }

    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        GL gl = drawable.getGL();
        GLU glu = new GLU();

        if (height <= 0) { // avoid a divide by zero error!

            height = 1;
        }
        final float h = (float) width / (float) height;
        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1.0, 20.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public void display(GLAutoDrawable drawable) {
        GL gl = drawable.getGL();

        // Clear the drawing area
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        // Reset the current matrix to the "identity"
        gl.glLoadIdentity();

        // Move the "drawing cursor" around
        gl.glTranslatef(-1.5f, 0.0f, -6.0f);

        // Drawing Using Triangles
        gl.glBegin(GL.GL_TRIANGLES);
            gl.glColor3f(1.0f, 0.0f, 0.0f);    // Set the current drawing color to red
            gl.glVertex3f(0.0f, 1.0f, 0.0f);   // Top
            gl.glColor3f(0.0f, 1.0f, 0.0f);    // Set the current drawing color to green
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
            gl.glColor3f(0.0f, 0.0f, 1.0f);    // Set the current drawing color to blue
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
        // Finished Drawing The Triangle
        gl.glEnd();

        // Move the "drawing cursor" to another position
        gl.glTranslatef(3.0f, 0.0f, 0.0f);
        gl.glColor3f( 1.0f, 1.0f, 1.0f);
        gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );
        // Draw A Quad
        gl.glBegin(GL.GL_QUADS);
            gl.glTexCoord2i( 0, 0 );
            gl.glVertex3f(-1.0f, 1.0f, 0.0f);  // Top Left
            gl.glTexCoord2i( 1, 0 );
            gl.glVertex3f(1.0f, 1.0f, 0.0f);   // Top Right
            gl.glTexCoord2i( 1, 1 );
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
            gl.glTexCoord2i( 0, 1 );
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
        // Done Drawing The Quad
        gl.glEnd();

        // Flush all drawing operations to the graphics card
        gl.glFlush();
    }

    public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
    }

    private void buildTestTexture( GL gl ){
        gl.glGenTextures( textures.length, textures, 0 );
        gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );

        //gl.glPixelStorei( GL.GL_UNPACK_ALIGNMENT, textures.length );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR );
        gl.glTexEnvf
                ( GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE );
        /*glu.gluBuild2DMipmaps( GL.GL_TEXTURE_2D,
                               3,
                               width,
                               height,
                               GL.GL_RGBA,
                               GL.GL_UNSIGNED_BYTE,
                               ib );*/
        gl.glTexImage2D
                ( GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0,
                  GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, ib );
        gl.glEnable( GL.GL_TEXTURE_2D );
    }
}

package ObjectMaker;

import java.util.Random;

/**
 *
 * @author rda060606
 */
public class _Random extends Random {
    private static final int MAXCOUNTB4RESEEDING = 1000;
    private int count;

    public _Random(long seed) {
        super( seed );
        count = 0;
        //setuFlatteningArray();
    }

    @Override
    protected int next(int i) {
        count++;
        count %= MAXCOUNTB4RESEEDING;
        if( count == 0 ) setSeed( System.currentTimeMillis() );
        return super.next(i);
    }
}

Share this post


Link to post
Share on other sites
Advertisement

Some extra information about what isn't working, or a stack trace, or picture, or something like that will be good for future readers...

 

Without spending too much time on this, my first guess would be that the random values you're generating in the texture array aren't mapping to colors you'll see.  Try hard coding to white 0xFFFFFFFF first to see if that's working.

Edited by Glass_Knife

Share this post


Link to post
Share on other sites

Now I don't use Java so I don't really know how OpenGL works on it, but I will give my best shot. Also I have no clue what your program does when you try to run it(crash/odd color behavior) so bare with me.

 

 

This code here

  • width = 32;
  • height = 32;
  • image = new int[ width * height ];
  • for( int o = 0; o < image.length; o++ ){
  • int x = o % width, y = o / width;

Right here actually

//////////////////

  • image[ o ] = (int)Math.floor(
  • Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
  • }

/////////////////

  • ib = IntBuffer.wrap( image );
  • glu = new GLU();

It seems to only write one int per pixel in a 32*32 grid

 

 

Then down here

 

//////

  • private void buildTestTexture( GL gl ){
  • gl.glGenTextures( textures.length, textures, 0 );
  • gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );

//////

Your trying to load a 32*32 pixel texture into it but there are problems.

1. The code above only wrote one color per pixel (32*32=1024 ints) so the texture loader (I am only guessing) is that it tries to load a 32*32 3 channel texture (32*32*3=3072ints) so it will read 1024 of your data and the rest of the 2048 ints of whatever is stored in your system memory.

2.Even if OpenGl knew it had to convert 32*32 ints into 3 channels it can't because you need at 33*33 ints to make a 11*11 color pixel texture or 30*30 ints to make a 10*10 texture.

 

Hope this helps you!

Edited by Thorim

Share this post


Link to post
Share on other sites

@Thorim a 32~*32 colours is 1024 int and 4096 bytes using arga. So I don't know what you are thinling but thanks for trying.

@Glass_Knife thank you for pointing out my stupidity. I'm such a fool!

Share this post


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

  • Advertisement