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OpenGL Major Rendering Problem - OpenGL and the Oculus Rift

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Hello,

 

While attempting to create a program for the Oculus Rift the simple code below produces the resulting image.

 

Here is the image:

 

One_Eye_Off_Version2.png

 

And here is the code:

// GLFWOculusRiftTest
// (c) cThrough 2014 (Christopher Koeber)
// Version 2014050100

#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>

const bool l_FullScreen = false;

ovrHmd l_Hmd;
ovrHmdDesc l_HmdDesc;
ovrEyeDesc l_Eyes[2];
ovrGLConfig l_Cfg;

GLfloat l_VAPoints[] =
{
    0.5f, 0.5f, 0.5f,
   -0.5f, 0.5f, 0.5f,
   -0.5f,-0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
   -0.5f,-0.5f,-0.5f,
   -0.5f, 0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f, 0.5f,-0.5f,
   -0.5f, 0.5f,-0.5f,
   -0.5f, 0.5f, 0.5f,
   -0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f, 0.5f,
   -0.5f,-0.5f, 0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
   -0.5f,-0.5f,-0.5f,
   -0.5f,-0.5f, 0.5f,
   -0.5f, 0.5f, 0.5f,
   -0.5f, 0.5f,-0.5f
};

GLfloat l_VANormals[] =
{
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 1.0f, 0.0f,
   0.0f, 1.0f, 0.0f,
   0.0f, 1.0f, 0.0f,
   0.0f, 1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f
};

GLuint l_VAIndici[] =
{
   0, 1, 2, 3,
   4, 5, 6, 7,
   8, 9, 10, 11,
   12, 13, 14, 15,
   16, 17, 18, 19,
   20, 21, 22, 23
};

// =============================================================================

static void ErrorCallback(int p_Error, const char* p_Description)
{
   fputs(p_Description, stderr);
}

// =============================================================================

static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
   if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
      glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

// =============================================================================

static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
{
   l_Cfg.OGL.Header.RTSize.w = p_Width;
   l_Cfg.OGL.Header.RTSize.h = p_Height;

   int l_RenderCaps = 0;
   int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
   ovrEyeRenderDesc l_EyeRenderDesc[2];
   ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
}

// =============================================================================

static void RenderCubeFixedFunction(void)
{
   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 0.0f, 1.0f);
      glVertex3f( 0.5f, 0.5f, 0.5f);
      glVertex3f(-0.5f, 0.5f, 0.5f);
      glVertex3f(-0.5f,-0.5f, 0.5f);
      glVertex3f( 0.5f,-0.5f, 0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 0.0f,-1.0f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f, 0.5f,-0.5f);
      glVertex3f( 0.5f, 0.5f,-0.5f);
      glVertex3f( 0.5f,-0.5f,-0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 1.0f, 0.0f);
      glVertex3f( 0.5f, 0.5f, 0.5f);
      glVertex3f( 0.5f, 0.5f,-0.5f);
      glVertex3f(-0.5f, 0.5f,-0.5f);
      glVertex3f(-0.5f, 0.5f, 0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f,-1.0f, 0.0f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f( 0.5f,-0.5f,-0.5f);
      glVertex3f( 0.5f,-0.5f, 0.5f);
      glVertex3f(-0.5f,-0.5f, 0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 1.0f, 0.0f, 0.0f);
      glVertex3f( 0.5f, 0.5f, 0.5f);
      glVertex3f( 0.5f,-0.5f, 0.5f);
      glVertex3f( 0.5f,-0.5f,-0.5f);
      glVertex3f( 0.5f, 0.5f,-0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f(-1.0f, 0.0f, 0.0f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f,-0.5f, 0.5f);
      glVertex3f(-0.5f, 0.5f, 0.5f);
      glVertex3f(-0.5f, 0.5f,-0.5f);
   glEnd();
}

// ============================================================================

void RenderCubeVertexArrays(void)
{
   glEnableClientState(GL_VERTEX_ARRAY);
   glVertexPointer(3, GL_FLOAT, 0, l_VAPoints);
   glEnableClientState(GL_NORMAL_ARRAY);
   glNormalPointer(GL_FLOAT, 0, l_VANormals);
   glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, l_VAIndici);
   glDisableClientState(GL_NORMAL_ARRAY);
   glDisableClientState(GL_VERTEX_ARRAY);
}

// ============================================================================

static void SetOpenGLState(void)
{
   // Some state...
   glEnable(GL_CULL_FACE);
   glEnable(GL_LIGHTING);
   glDisable(GL_TEXTURE_2D);
   glEnable(GL_DEPTH_TEST);
   glShadeModel(GL_SMOOTH);
   glEnable(GL_BLEND);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
       
   // Some (stationary) lights...
   GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
   GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
   glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
   glEnable(GL_LIGHT0);
   
   GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
   GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
   glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
   glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
   glEnable(GL_LIGHT1);
   
   // Material...
   GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
   GLfloat l_MaterialShininess[] = { 10.0f };
   glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
   glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}

// =============================================================================

int main(void)
{
   // Initialize LibOVR...
   ovr_Initialize();

   l_Hmd = ovrHmd_Create(0);
   if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

   ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

   ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

   GLFWwindow* l_Window;

   glfwSetErrorCallback(ErrorCallback);

   if (!glfwInit()) exit(EXIT_FAILURE);

   ovrSizei l_ClientSize;
   if (l_FullScreen)
   {
      l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
      l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
      // Create a fullscreen window with the Oculus Rift resolution...
      l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
   }
   else
   {
      l_ClientSize.w = 640;
      l_ClientSize.h = 480;
      // Create a window with the size of your likings...
      l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
   }

   if (!l_Window)
   {
      glfwTerminate();
      exit(EXIT_FAILURE);
   }

   // Print the OpenGL version we are using...
   int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
   int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
   int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
   printf("OpenGL: %d.%d ", l_Major, l_Minor);
   if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");

   // Make the context current for this window...
   glfwMakeContextCurrent(l_Window);

   // Create some lights, materials, etc...
   SetOpenGLState();

   // Don't forget to initialize Glew...
   GLenum l_Result = glewInit();
   if (l_Result!=GLEW_OK)   
   {
      printf("glewInit() error.\n");
      exit(EXIT_FAILURE);
   }

   // We will do some offscreen rendering, setup FBO...
   ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
   ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
   ovrSizei l_TextureSize;
   l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
   l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

   // Create FBO...
   GLuint l_FBOId;
   glGenFramebuffers(1, &l_FBOId);
   glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

   // The texture we're going to render to...
   GLuint l_TextureId;
   glGenTextures(1, &l_TextureId);
   // "Bind" the newly created texture : all future texture functions will modify this texture...
   glBindTexture(GL_TEXTURE_2D, l_TextureId);
   // Give an empty image to OpenGL (the last "0")
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
   // Linear filtering...
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

   // Create Depth Buffer...
   GLuint l_DepthBufferId;
   glGenRenderbuffers(1, &l_DepthBufferId);
   glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
   glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

   // Set the texture as our colour attachment #0...
   glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

   // Set the list of draw buffers...
   GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
   glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

   // Check if everything is OK...
   GLenum l_Check = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
   if (l_Check!=GL_FRAMEBUFFER_COMPLETE)
   {
      printf("There is a problem with the FBO.\n");
      exit(EXIT_FAILURE);
   }

   // Unbind...
   glBindRenderbuffer(GL_RENDERBUFFER, 0);
   glBindTexture(GL_TEXTURE_2D, 0);
   glBindFramebuffer(GL_FRAMEBUFFER, 0);

   // Oculus Rift eye configurations...
   l_Eyes[0].Eye = ovrEye_Left;
   l_Eyes[1].Eye = ovrEye_Right;
   l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
   l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
   l_Eyes[0].TextureSize.w = l_TextureSize.w;
   l_Eyes[0].TextureSize.h = l_TextureSize.h;
   l_Eyes[1].TextureSize.w = l_TextureSize.w;
   l_Eyes[1].TextureSize.h = l_TextureSize.h;
   l_Eyes[0].RenderViewport.Pos.x = 0;
   l_Eyes[0].RenderViewport.Pos.y = 0;
   l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
   l_Eyes[1].RenderViewport.Pos.y = 0;
   l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
   l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
   l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
   l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

   l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
   l_Cfg.OGL.Header.Multisample = 0;
   l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
   l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
   l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
   l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
   l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

   int l_RenderCaps = 0;
   int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
   ovrEyeRenderDesc l_EyeRenderDesc[2];
   ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

   ovrGLTexture l_EyeTexture[2];
   l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
   l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
   l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
   l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
   l_EyeTexture[0].OGL.TexId = l_TextureId;

   // Right eye uses the same texture, but a different rendering viewport...
   l_EyeTexture[1] = l_EyeTexture[0];
   l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;   

   glfwSetKeyCallback(l_Window, KeyCallback);
   glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

   GLfloat l_SpinX;
   GLfloat l_SpinY;

   while (!glfwWindowShouldClose(l_Window))
   {
      l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
      l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

      ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

      // Bind the FBO...
      glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
      // Clear...
      glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
      {
         ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
         ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

         glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x,   // StartX
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y,   // StartY
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w,   // Width
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h   // Height
                 );

         // Get Projection and ModelView matrici from the device...
         OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
            l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
         OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
         OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

         // Pass matrici on to OpenGL...
         glMatrixMode(GL_PROJECTION);
         glLoadIdentity();
         glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
         glMatrixMode(GL_MODELVIEW);
         glLoadIdentity();
         // Translate for specific eye based on IPD...
         glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
                   l_EyeRenderDesc[l_Eye].ViewAdjust.y,
                   l_EyeRenderDesc[l_Eye].ViewAdjust.z);
         // Multiply with orientation retrieved from sensor...
         glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
         // Move back a bit to show scene in front of us...
         glTranslatef(0.0f, 0.0f, -2.0f);
         // Make the cube spin...
         glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
         glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

         // Render...
         // RenderCubeFixedFunction();
         RenderCubeVertexArrays();

         ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
      }

      // Unbind the FBO, back to normal drawing...
      glBindFramebuffer(GL_FRAMEBUFFER, 0);

      glDisable(GL_CULL_FACE); // Oculus wants CW orientations, avoid the problem by turning of culling...
      glDisable(GL_DEPTH_TEST); // Nothing is drawn with depth test on...
      ovrHmd_EndFrame(l_Hmd);
      glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind GL_ARRAY_BUFFER for my vertex arrays own to work...
      glEnable(GL_CULL_FACE); // Turn back on...
      glEnable(GL_DEPTH_TEST); // Turn back on...
      glClearDepth(1); // Oculus set this to 0 (the near plane), return to normal...
      glUseProgramObjectARB(0); // Oculus shader is still active, turn it off...

      glfwPollEvents();
   }

   glfwDestroyWindow(l_Window);

   glfwTerminate();

   ovrHmd_Destroy(l_Hmd);
   ovr_Shutdown();

   exit(EXIT_SUCCESS);
}

Any ideas as to why one eye is OK but the other is jacked?

 

Thank you.

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I just took a glimpse into the code, first thing that attracted me was

int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
printf("OpenGL: %d.%d ", l_Major, l_Minor);

followed by:

glBegin(GL_QUADS);
     ......
glEnd();

According to the screenshot you are initializing glfw with opengl 4.4 (or glfw does that for you, look into "glfwWindoHint (GLFW_CONTEXT_VERSION_MAJOR /GLFW_CONTEX_VERSION_MINOR, x)" to set it manually), but "glBegin(GL_QUADS)" is removed since 3.3. I am not completly sure why it display something at all. But I would try to either a OpenGL Version where glBegin is not deprecated or removed or alter the program so that it is written in an OpenGL 3.3 (or newer) way.

Another thing is

if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");

I think there might be one ";" too many
the else case is not evaluated at all, otherwise you should have either one of those prints in your console. And it shows that the profile is not "GLFW_OPENGL_COMPAT_PROFILE".

I am not sure that this is the main problem but it is worth to give it a try.
Hope that this helps a little bit, otherwise please ask.
 

Edited by MightTower2

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Thanks for the help, MightyTower2!

 

I believe this may be a problem with the Oculus Rift SDK; I will go ahead and pursue that avenue first and then update this post when I get an answer from the Oculus folks.

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      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
    • 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?
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