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• ### Similar Content

• By elect
Hi,
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)

Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.

Other than that, I couldn't find anything updated/exhaustive around, can you help me?

• Hello all,
I am currently working on a game engine for use with my game development that I would like to be as flexible as possible.  As such the exact requirements for how things should work can't be nailed down to a specific implementation and I am looking for, at least now, a default good average case scenario design.
Here is what I have implemented:
Deferred rendering using OpenGL Arbitrary number of lights and shadow mapping Each rendered object, as defined by a set of geometry, textures, animation data, and a model matrix is rendered with its own draw call Skeletal animations implemented on the GPU.   Model matrix transformation implemented on the GPU Frustum and octree culling for optimization Here are my questions and concerns:
Doing the skeletal animation on the GPU, currently, requires doing the skinning for each object multiple times per frame: once for the initial geometry rendering and once for the shadow map rendering for each light for which it is not culled.  This seems very inefficient.  Is there a way to do skeletal animation on the GPU only once across these render calls? Without doing the model matrix transformation on the CPU, I fail to see how I can easily batch objects with the same textures and shaders in a single draw call without passing a ton of matrix data to the GPU (an array of model matrices then an index for each vertex into that array for transformation purposes?) If I do the matrix transformations on the CPU, It seems I can't really do the skinning on the GPU as the pre-transformed vertexes will wreck havoc with the calculations, so this seems not viable unless I am missing something Overall it seems like simplest solution is to just do all of the vertex manipulation on the CPU and pass the pre-transformed data to the GPU, using vertex shaders that do basically nothing.  This doesn't seem the most efficient use of the graphics hardware, but could potentially reduce the number of draw calls needed.

Really, I am looking for some advice on how to proceed with this, how something like this is typically handled.  Are the multiple draw calls and skinning calculations not a huge deal?  I would LIKE to save as much of the CPU's time per frame so it can be tasked with other things, as to keep CPU resources open to the implementation of the engine.  However, that becomes a moot point if the GPU becomes a bottleneck.

• Hello!
I would like to introduce Diligent Engine, a project that I've been recently working on. Diligent Engine is a light-weight cross-platform abstraction layer between the application and the platform-specific graphics API. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows shaders authored in HLSL to be translated to GLSL and used on all platforms. Diligent Engine supports integration with Unity and is designed to be used as a graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. It is distributed under Apache 2.0 license and is free to use. Full source code is available for download on GitHub.
Features:
True cross-platform Exact same client code for all supported platforms and rendering backends No #if defined(_WIN32) ... #elif defined(LINUX) ... #elif defined(ANDROID) ... No #if defined(D3D11) ... #elif defined(D3D12) ... #elif defined(OPENGL) ... Exact same HLSL shaders run on all platforms and all backends Modular design Components are clearly separated logically and physically and can be used as needed Only take what you need for your project (do not want to keep samples and tutorials in your codebase? Simply remove Samples submodule. Only need core functionality? Use only Core submodule) No 15000 lines-of-code files Clear object-based interface No global states Key graphics features: Automatic shader resource binding designed to leverage the next-generation rendering APIs Multithreaded command buffer generation 50,000 draw calls at 300 fps with D3D12 backend Descriptor, memory and resource state management Modern c++ features to make code fast and reliable The following platforms and low-level APIs are currently supported:
Windows Desktop: Direct3D11, Direct3D12, OpenGL Universal Windows: Direct3D11, Direct3D12 Linux: OpenGL Android: OpenGLES MacOS: OpenGL iOS: OpenGLES API Basics
Initialization
The engine can perform initialization of the API or attach to already existing D3D11/D3D12 device or OpenGL/GLES context. For instance, the following code shows how the engine can be initialized in D3D12 mode:
#include "RenderDeviceFactoryD3D12.h" using namespace Diligent; // ...  GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr; // Load the dll and import GetEngineFactoryD3D12() function LoadGraphicsEngineD3D12(GetEngineFactoryD3D12); auto *pFactoryD3D11 = GetEngineFactoryD3D12(); EngineD3D12Attribs EngD3D12Attribs; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 1024; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[3] = 16; EngD3D12Attribs.NumCommandsToFlushCmdList = 64; RefCntAutoPtr<IRenderDevice> pRenderDevice; RefCntAutoPtr<IDeviceContext> pImmediateContext; SwapChainDesc SwapChainDesc; RefCntAutoPtr<ISwapChain> pSwapChain; pFactoryD3D11->CreateDeviceAndContextsD3D12( EngD3D12Attribs, &pRenderDevice, &pImmediateContext, 0 ); pFactoryD3D11->CreateSwapChainD3D12( pRenderDevice, pImmediateContext, SwapChainDesc, hWnd, &pSwapChain ); Creating Resources
Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. To create a buffer, you need to populate BufferDesc structure and call IRenderDevice::CreateBuffer(). The following code creates a uniform (constant) buffer:
BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); Similar, to create a texture, populate TextureDesc structure and call IRenderDevice::CreateTexture() as in the following example:
TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); Initializing Pipeline State
Diligent Engine follows Direct3D12 style to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.)
To create a shader, populate ShaderCreationAttribs structure. An important member is ShaderCreationAttribs::SourceLanguage. The following are valid values for this member:
SHADER_SOURCE_LANGUAGE_DEFAULT  - The shader source format matches the underlying graphics API: HLSL for D3D11 or D3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL  - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. See shader converter for details. SHADER_SOURCE_LANGUAGE_GLSL  - The shader source is in GLSL. There is currently no GLSL to HLSL converter. To allow grouping of resources based on the frequency of expected change, Diligent Engine introduces classification of shader variables:
Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. This post describes the resource binding model in Diligent Engine.
The following is an example of shader initialization:
To create a pipeline state object, define instance of PipelineStateDesc structure. The structure defines the pipeline specifics such as if the pipeline is a compute pipeline, number and format of render targets as well as depth-stencil format:
// This is a graphics pipeline PSODesc.IsComputePipeline = false; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; The structure also defines depth-stencil, rasterizer, blend state, input layout and other parameters. For instance, rasterizer state can be defined as in the code snippet below:
// Init rasterizer state RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; //RSDesc.MultisampleEnable = false; // do not allow msaa (fonts would be degraded) RasterizerDesc.AntialiasedLineEnable = False; When all fields are populated, call IRenderDevice::CreatePipelineState() to create the PSO:
Shader resource binding in Diligent Engine is based on grouping variables in 3 different groups (static, mutable and dynamic). Static variables are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. They are bound directly to the shader object:

m_pPSO->CreateShaderResourceBinding(&m_pSRB); Dynamic and mutable resources are then bound through SRB object:
m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "tex2DDiffuse")->Set(pDiffuseTexSRV); m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); The difference between mutable and dynamic resources is that mutable ones can only be set once for every instance of a shader resource binding. Dynamic resources can be set multiple times. It is important to properly set the variable type as this may affect performance. Static variables are generally most efficient, followed by mutable. Dynamic variables are most expensive from performance point of view. This post explains shader resource binding in more details.
Setting the Pipeline State and Invoking Draw Command
Before any draw command can be invoked, all required vertex and index buffers as well as the pipeline state should be bound to the device context:
// Clear render target const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); // 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); m_pContext->SetPipelineState(m_pPSO); Also, all shader resources must be committed to the device context:
m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); When all required states and resources are bound, IDeviceContext::Draw() can be used to execute draw command or IDeviceContext::DispatchCompute() can be used to execute compute command. Note that for a draw command, graphics pipeline must be bound, and for dispatch command, compute pipeline must be bound. Draw() 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); Tutorials and Samples
The GitHub repository contains a number of tutorials and sample applications that demonstrate the API usage.
Tutorial 01 - Hello Triangle This tutorial shows how to render a simple triangle using Diligent Engine API.   Tutorial 02 - Cube This tutorial demonstrates how to render an actual 3D object, a cube. It shows how to load shaders from files, create and use vertex, index and uniform buffers.   Tutorial 03 - Texturing This tutorial demonstrates how to apply a texture to a 3D object. It shows how to load a texture from file, create shader resource binding object and how to sample a texture in the shader.   Tutorial 04 - Instancing This tutorial demonstrates how to use instancing to render multiple copies of one object using unique transformation matrix for every copy.   Tutorial 05 - Texture Array This tutorial demonstrates how to combine instancing with texture arrays to use unique texture for every instance.   Tutorial 06 - Multithreading This tutorial shows how to generate command lists in parallel from multiple threads.   Tutorial 07 - Geometry Shader This tutorial shows how to use geometry shader to render smooth wireframe.   Tutorial 08 - Tessellation This tutorial shows how to use hardware tessellation to implement simple adaptive terrain rendering algorithm.   Tutorial_09 - Quads This tutorial shows how to render multiple 2D quads, frequently swithcing textures and blend modes.

AntTweakBar sample demonstrates how to use AntTweakBar library to create simple user interface.

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 textures, using compute shaders and unordered access views, etc.

The repository includes Asteroids performance benchmark based on this demo developed by Intel. It renders 50,000 unique textured asteroids and lets compare performance of D3D11 and D3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

Integration with Unity
Diligent Engine supports integration with Unity through Unity low-level native plugin interface. The engine relies on Native API Interoperability to attach to the graphics API initialized by Unity. After Diligent Engine device and context are created, they can be used us usual to create resources and issue rendering commands. GhostCubePlugin shows an example how Diligent Engine can be used to render a ghost cube only visible as a reflection in a mirror.

• By Yxjmir
I'm trying to load data from a .gltf file into a struct to use to load a .bin file. I don't think there is a problem with how the vertex positions are loaded, but with the indices. This is what I get when drawing with glDrawArrays(GL_LINES, ...):

Also, using glDrawElements gives a similar result. Since it looks like its drawing triangles using the wrong vertices for each face, I'm assuming it needs an index buffer/element buffer. (I'm not sure why there is a line going through part of it, it doesn't look like it belongs to a side, re-exported it without texture coordinates checked, and its not there)
I'm using jsoncpp to load the GLTF file, its format is based on JSON. Here is the gltf struct I'm using, and how I parse the file:
#define GLTF_TARGET_ARRAY_BUFFER (34962) #define GLTF_TARGET_ELEMENT_ARRAY_BUFFER (34963) #define GLTF_COMPONENT_TYPE_BYTE (5120) #define GLTF_COMPONENT_TYPE_UNSIGNED_BYTE (5121) #define GLTF_COMPONENT_TYPE_SHORT (5122) #define GLTF_COMPONENT_TYPE_UNSIGNED_SHORT (5123) #define GLTF_COMPONENT_TYPE_INT (5124) #define GLTF_COMPONENT_TYPE_UNSIGNED_INT (5125) #define GLTF_COMPONENT_TYPE_FLOAT (5126) #define GLTF_COMPONENT_TYPE_DOUBLE (5127) #define GLTF_PARAMETER_TYPE_BYTE (5120) #define GLTF_PARAMETER_TYPE_UNSIGNED_BYTE (5121) #define GLTF_PARAMETER_TYPE_SHORT (5122) #define GLTF_PARAMETER_TYPE_UNSIGNED_SHORT (5123) #define GLTF_PARAMETER_TYPE_INT (5124) #define GLTF_PARAMETER_TYPE_UNSIGNED_INT (5125) #define GLTF_PARAMETER_TYPE_FLOAT (5126) #define GLTF_PARAMETER_TYPE_FLOAT_VEC2 (35664) #define GLTF_PARAMETER_TYPE_FLOAT_VEC3 (35665) #define GLTF_PARAMETER_TYPE_FLOAT_VEC4 (35666) struct GLTF { struct Accessor { USHORT bufferView; USHORT componentType; UINT count; vector<INT> max; vector<INT> min; string type; }; vector<Accessor> m_accessors; struct Asset { string copyright; string generator; string version; }m_asset; struct BufferView { UINT buffer; UINT byteLength; UINT byteOffset; UINT target; }; vector<BufferView> m_bufferViews; struct Buffer { UINT byteLength; string uri; }; vector<Buffer> m_buffers; vector<string> m_Images; struct Material { string name; string alphaMode; Vec4 baseColorFactor; UINT baseColorTexture; UINT normalTexture; float metallicFactor; }; vector<Material> m_materials; struct Meshes { string name; struct Primitive { vector<UINT> attributes_indices; UINT indices; UINT material; }; vector<Primitive> primitives; }; vector<Meshes> m_meshes; struct Nodes { int mesh; string name; Vec3 translation; }; vector<Nodes> m_nodes; struct Scenes { UINT index; string name; vector<UINT> nodes; }; vector<Scenes> m_scenes; vector<UINT> samplers; struct Textures { UINT sampler; UINT source; }; vector<Textures> m_textures; map<UINT, string> attributes_map; map<UINT, string> textures_map; }; GLTF m_gltf; // This is actually in the Mesh class bool Mesh::Load(string sFilename) { string sFileAsString; stringstream sStream; ifstream fin(sFilename); sStream << fin.rdbuf(); fin.close(); sFileAsString = sStream.str(); Json::Reader r; Json::Value root; if (!r.parse(sFileAsString, root)) { string errors = r.getFormatedErrorMessages(); if (errors != "") { // TODO: Log errors return false; } } if (root.isNull()) return false; Json::Value object; Json::Value value; // Load Accessors array, these are referenced by attributes with their index value object = root.get("accessors", Json::Value()); // store object with key "accessors", if not found it will default to Json::Value() if (!object.isNull()) { for (Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::Accessor accessor; value = (*it).get("bufferView", Json::Value()); if (!value.isNull()) accessor.bufferView = value.asUINT(); else return false; value = (*it).get("componentType", Json::Value()); if (!value.isNull()) accessor.componentType = value.asUINT(); else return false; value = (*it).get("count", Json::Value()); if (!value.isNull()) accessor.count = value.asUINT(); else return false; value = (*it).get("type", Json::Value()); if (!value.isNull()) accessor.type = value.asString(); else return false; m_gltf.accessors.push_back(accessor); } } else return false; object = root.get("bufferViews", Json::Value()); if(!object.isNull()) { for (Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::BufferView bufferView; value = (*it).get("buffer", Json::Value()); if(!value.isNull()) bufferView.buffer = value.asUInt(); else return false; value = (*it).get("byteLength", Json::Value()); if(!value.isNull()) bufferView.byteLength = value.asUInt(); else return false; value = (*it).get("byteOffset", Json::Value()); if(!value.isNull()) bufferView.byteOffset = value.asUInt(); else return false; value = (*it).get("target", Json::Value()); if(!value.isNull()) bufferView.target = value.asUInt(); else return false; m_gltf.m_bufferViews.push_back(bufferView); } } else return false; object = root.get("buffers", Json::Value()); if(!object.isNull()) { for (Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::Buffer buffer; value = (*it).get("byteLength", Json::Value()); if(!value.isNull()) buffer.byteLength = value.asUInt(); else return false; // Store the filename of the .bin file value = (*it).get("uri", Json::Value()); if(!value.isNull()) buffer.uri = value.asString(); else return false; } } else return false; object = root.get("meshes", Json::Value()); if(!object.isNull()) { for(Json::ValueIterator it = object.begin(); it != object.end(); it++) { GLTF::Meshes mesh; value = (*it).get("primitives", Json::Value()); for(Json::ValueIterator value_it = value.begin(); value_it != value.end(); value_it++) { GLTF::Meshes::Primitive primitive; Json::Value attributes; attributes = (*value_it).get("attributes", Json::Value()); vector<string> memberNames = attributes.getMemberNames(); for(size_t i = 0; i < memberNames.size(); i++) { Json::Value member; member = attributes.get(memeberNames[i], Json::Value()); if(!member.isNull()) { primitive.attributes_indices.push_back(member.asUInt()); m_gltf.attributes_map[member.asUInt()] = memberNames[i]; // Each of these referes to an accessor by indice, so each indice should be unique, and they are when loading a cube } else return false; } // Indice of the accessor used for indices Json::Value indices; indices = (*value_it).get("indices", Json::Value()); primitive.indices = indices.asUInt(); mesh.primitives.push_back(primitive); } m_gltf.m_meshes.push_back(mesh); } } vector<float> vertexData; vector<USHORT> indiceData; int vertexBufferSizeTotal = 0; int elementBufferSizeTotal = 0; GLTF::Meshes mesh = m_gltf.m_meshes[0]; vector<GLTF::Meshes::Primitive> primitives = mesh.primitives; // trying to make the code easier to read for (size_t p = 0; p < primitive.size(); p++) { vector<UINT> attributes = primitives[p].attributes_indices; for(size_t a = 0; a < attributes.size(); a++) { GLTF::Accessor accessor = m_gltf.m_accessors[attributes[a]]; GLTF::BufferView bufferView = m_gltf.m_bufferViews[accessor.bufferView]; UINT target = bufferView.target; if(target == GLTF_TARGET_ARRAY_BUFFER) vertexBufferSizeTotal += bufferView.byteLength; } UINT indice = primitives[p].indices; GLTF::BufferView bufferView = m_gltf.m_bufferViews[indice]; UINT target = bufferView.target; if(target == GLTF_TARGET_ELEMENT_ARRAY_BUFFER) elementBufferSizeTotal += bufferView.byteLength; } // These have already been generated glBindVertexArray(g_pGame->m_VAO); glBindBuffer(GL_ARRAY_BUFFER, g_pGame->m_VBO); glBufferData(GL_ARRAY_BUFFER, vertexBufferSizeTotal, nullptr, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_pGame->m_EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBufferSizeTotal, nullptr, GL_STATIC_DRAW); int offset = 0; int offset_indice = 0; for (size_t p = 0; p < primitive.size(); p++) { vector<UINT> attributes = primitives[p].attributes_indices; int pos = sFilename.find_last_of('\\') + 1; string sFolder = sFilename.substr(0, pos); for (size_t a = 0; a < attributes.size(); a++) { LoadBufferView(sFolder, attributes[a], data, offset); } UINT indice = primitives[p].indices; GLTF::BufferView bufferView_indice = m_gltf.m_bufferViews[indice]; UINT target_indice = bufferView_indice.target; bool result = LoadBufferView(sFolder, indice, data, offset_indice); if(!result) return false; } return true; } bool Mesh::LoadBufferView(string sFolder, UINT a, vector<float> &vertexData, vector<float> &indiceData, int &offset_indice) { ifstream fin; GLTF::Accessor accessor = m_gltf.m_accessors[a]; GLTF::BufferView bufferView = m_gltf.m_bufferViews[accessor.bufferView]; GLTF::Buffer buffer = m_gltf.m_buffers[bufferView.buffer]; const size_t count = accessor.count; UINT target = bufferView.target; int elementSize; int componentSize; int numComponents; string sFilename_bin = sFolder + buffer.uri; fin.open(sFilename_bin, ios::binary); if (fin.fail()) { return false; } fin.seekg(bufferView.byteOffset, ios::beg); switch (accessor.componentType) { case GLTF_COMPONENT_TYPE_BYTE: componentSize = sizeof(GLbyte); break; case GLTF_COMPONENT_TYPE_UNSIGNED_BYTE: componentSize = sizeof(GLubyte); break; case GLTF_COMPONENT_TYPE_SHORT: componentSize = sizeof(GLshort); break; case GLTF_COMPONENT_TYPE_UNSIGNED_SHORT: componentSize = sizeof(GLushort); break; case GLTF_COMPONENT_TYPE_INT: componentSize = sizeof(GLint); break; case GLTF_COMPONENT_TYPE_UNSIGNED_INT: componentSize = sizeof(GLuint); break; case GLTF_COMPONENT_TYPE_FLOAT: componentSize = sizeof(GLfloat); break; case GLTF_COMPONENT_TYPE_DOUBLE: componentSize = sizeof(GLfloat); break; default: componentSize = 0; break; } if (accessor.type == "SCALAR") numComponents = 1; else if (accessor.type == "VEC2") numComponents = 2; else if (accessor.type == "VEC3") numComponents = 3; else if (accessor.type == "VEC4") numComponents = 4; else if (accessor.type == "MAT2") numComponents = 4; else if (accessor.type == "MAT3") numComponents = 9; else if (accessor.type == "MAT4") numComponents = 16; else return false; vector<float> fSubdata; // I'm pretty sure this is one of the problems, or related to it. If I use vector<USHORT> only half of the vector if filled, if I use GLubyte, the entire vector is filled, but the data might not be right vector<GLubyte> nSubdata; elementSize = (componentSize) * (numComponents); // Only fill the vector I'm using if (accessor.type == "SCALAR") { nSubdata.resize(count * numComponents); fin.read(reinterpret_cast<char*>(&nSubdata[0]), count/* * elementSize*/); // I commented this out since I'm not sure which size the .bin is storing the indice values, and I kept getting runtime errors, no matter what type I used for nSubdata } else { fSubdata.resize(count * numComponents); fin.read(reinterpret_cast<char*>(&fSubdata[0]), count * elementSize); } switch (target) { case GLTF_TARGET_ARRAY_BUFFER: { vertexData.insert(vertexData.end(), fSubdata.begin(), fSubdata.end()); glBindBuffer(GL_ARRAY_BUFFER, g_pGame->m_VBO); glBufferSubData(GL_ARRAY_BUFFER, offset, fSubdata.size() * componentSize, &fSubdata[0]); int attribute_index = 0; // I'm only loading vertex positions, the only attribute stored in the files for now glEnableVertexAttribArray(attribute_index); glVertexAttribPointer(0, numComponents, GL_FLOAT, GL_FALSE, componentSize * numComponents, (void*)(offset)); }break; case GLTF_TARGET_ELEMENT_ARRAY_BUFFER: { indiceData.insert(indiceData.end(), nSubdata.begin(), nSubdata.end()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_pGame->m_EBO); // This is another area where I'm not sure of the correct values, but if componentSize is the correct size for the type being used it should be correct glBufferSubData is expecting the size in bytes, right? glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, nSubdata.size() * componentSize, &nSubdata[0]); }break; default: return false; } if (accessor.type == "SCALAR") offset += nSubdata.size() * componentSize; else offset += fSubdata.size() * componentSize; fin.close(); return true; } these are the draw calls, I only use one at a time, but neither is currently display properly, g_pGame->m_indices is the same as indiceData vector, and vertexCount contains the correct vertex count, but I forgot to copy the lines of code containing where I set them, which is at the end of Mesh::Load(), I double checked the values to make sure.
glBindVertexArray(g_pGame->m_VAO);
glDrawElements(GL_LINES, g_pGame->m_indices.size(), GL_UNSIGNED_BYTE, (void*)0); // Only shows with GL_UNSIGNED_BYTE
glDrawArrays(GL_LINES, 0, g_pGame->m_vertexCount);
So, I'm asking what type should I use for the indices? it doesn't seem to be unsigned short, which is what I selected with the Khronos Group Exporter for blender. Also, am I reading part or all of the .bin file wrong?
Test.gltf
Test.bin

• That means how do I use base DirectX or OpenGL api's to make a physics based destruction simulation?
Will it be just smart rendering or something else is required?

# OpenGL Opengl 2d texture bleeding

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## Recommended Posts

Hello there. Im using opengl 1.4. In short, i suffer from this well know problem, described in detail in the following links:

http://gamedev.stackexchange.com/questions/46963/how-to-avoid-texture-bleeding-in-a-texture-atlas

Now, what irritates me is that i can play 2d games without experimenting those problems (Say, ala spelunky), but i cannot fix this issue even tho i tried every possible way (border in texture atlas, + 0.5 in text coords, using integers for drawing is a no-no). This problem must be common, still i cannot find a solition for the issue. Any hint?

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It's a very straightforward issue to deal with, you just need to know how texture coordinates and screen coordinates work, and then be very specific with how you choose your values. Doing stuff like adding a magic 0.5 is not based on understanding.

A 2 pixel wide texture is addressed like this -- for the 0th texel, it's left edge is at 0/width=0, it's centre is at 0.5/width=0.25, and it's right edge is at 1/width=0.5:

A 2 pixel wide back-buffer/FBO is addressed like this -- for the 0th pixel, it's left edge is at (0/width)*2-1=-1, it's centre is at (0.5/width)*2-1=-0.5, and it's right edge is at (1/width)*2-1=0:

When drawing 2D graphics, you generally use vertex positions that are placed at the corners of screen pixels, and with UV's at the corners of texels. Pixels are rasterized only if triangles cover their centre point, and it's at that location that the vertex attributes will be interpolated at.

So say you want to draw the above 2x2 texture to this 2x2 screen -- if you have a quad with positions from -1 to +1, and UV's from 0 to 1, then the left pixel with a centre point of -0.5 is covered, so the attributes get interpolated there, producing a UV value of 0.25, which lies exactly at a texel centre, so no bleeding can possibly occur.

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But that is exactly what i did and still i see these in between lines:

    gW      = float32(graphic.w)
gH      = float32(graphic.h)
gX      = float32(graphic.x)
gY      = float32(graphic.y)

oX      = 0.5 / gW
oY      = 0.5 / gH

textW   = 1f32 / float32(texture.w)
textH   = 1f32 / float32(texture.h)

left    = (gX + oX + (float32(flipX)     * gW)) * textW
right   = (gX + oX + (float32(not flipX) * gW)) * textW
top     = (gY + oY + (float32(flipY)     * gH)) * textH
bottom  = (gY + oY + (float32(not flipY) * gH)) * textH

width   = float32(gW) * dg.scaleX
height  = float32(gH) * dg.scaleY

glTexCoord2f  left,       bottom
glVertex2f    x,          y
glTexCoord2f  right,      bottom
glVertex2f    x + width,  y
glTexCoord2f  right,      top
glVertex2f    x + width,  y + height

glTexCoord2f  left,       bottom
glVertex2f    x,          y
glTexCoord2f  right,      top
glVertex2f    x + width,  y + height
glTexCoord2f  left,       top
glVertex2f    x,          y + height

Edited by NameInUse

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textW = 1f32 / float32(texture.w)
textH = 1f32 / float32(texture.h)

i wont even ask what are those, floats are inprecise you are better writing arb vp/fp shader that reads back proper texel. you think tou define 1.0, anywayz disable mipmaps write shader, It is possible that you get that result only on your graphics card

and maybe define an integer or byte that represents texture like that

you coudl even use gltexcoord2d but that shouldn't help

struct TTexturePosition
{
int type;
float x;
float y;
float w;
float h;
};
const int tex_dirt = 0;
const int tex_grass = 1;
TTexturePosition TypeToAtlasPos(int type)
{
if (type == tex_dirt)
{
some bullcrap around here either pass hardcoeded valuse or use modulo adding and multiplying to find based not on type but on index
}
}

MOV result.texcoord[0], vertex.texcoord; <- texture coord for acitve texutre 0, this is how you pass texcoord to fp

fetch and throw actual tex coord texel.

TEMP ACT_TEX_COL;
TEX ACT_TEX_COL, fragment.texcoord[0], texture[0], 2D;
#fragment.color.r g b a

MOV result.color.r, ACT_TEX_COL.x;
MOV result.color.g, ACT_TEX_COL.y;
MOV result.color.b, ACT_TEX_COL.z;
MOV result.color.a, 1.0;

this is where magic begins because now you have the full ability to find whats exactly happening.

here is a complete vertex program / fragment program for ogl lighting. (it may be not working well i don't remember if it was wrong)

[spoiler]

!!ARBvp1.0

#world(model) * view* projection matrix
PARAM MVP1 = program.local[1];
PARAM MVP2 = program.local[2];
PARAM MVP3 = program.local[3];
PARAM MVP4 = program.local[4];
#lightpos
PARAM LPOS = program.local[5];
#light diff
PARAM LDIFF = program.local[6];
#light amb
PARAM LAMB = program.local[7];

#world matrix
PARAM WM1 = program.local[8];
PARAM WM2 = program.local[9];
PARAM WM3 = program.local[10];
PARAM WM4 = program.local[11];

TEMP vertexClip;

#transform vertex for to view it
DP4 vertexClip.x, MVP1, vertex.position;
DP4 vertexClip.y, MVP2, vertex.position;
DP4 vertexClip.z, MVP3, vertex.position;
DP4 vertexClip.w, MVP4, vertex.position;

TEMP vertexWorld;

#transform vertex to actual world position this is the most true position of all
DP4 vertexWorld.x, WM1, vertex.position;
DP4 vertexWorld.y, WM2, vertex.position;
DP4 vertexWorld.z, WM3, vertex.position;
DP4 vertexWorld.w, WM4, vertex.position;

TEMP TRANSFORMED_NORMAL;
TEMP TRANS_NORMAL_LEN;

#transform normal
DP3 TRANSFORMED_NORMAL.x, WM1, vertex.normal;
DP3 TRANSFORMED_NORMAL.y, WM2, vertex.normal;
DP3 TRANSFORMED_NORMAL.z, WM3, vertex.normal;

DP3 TRANS_NORMAL_LEN.x, TRANSFORMED_NORMAL, TRANSFORMED_NORMAL;
RSQ TRANS_NORMAL_LEN.x, TRANS_NORMAL_LEN.x;
MUL TRANSFORMED_NORMAL.x, TRANSFORMED_NORMAL.x, TRANS_NORMAL_LEN.x;
MUL TRANSFORMED_NORMAL.y, TRANSFORMED_NORMAL.y, TRANS_NORMAL_LEN.x;
MUL TRANSFORMED_NORMAL.z, TRANSFORMED_NORMAL.z, TRANS_NORMAL_LEN.x;

#vector from light to vertex
#helper var
TEMP LIGHT_TO_VERTEX_VECTOR;
TEMP InvSqrLen;

#get direction from Light pos to transformed vertex
SUB LIGHT_TO_VERTEX_VECTOR, vertexWorld, LPOS;

#calculate 1.0 / length = 1.0 / sqrt( LIGHT_TO_VERTEX_VECTOR^2 );
DP3 InvSqrLen.x, LIGHT_TO_VERTEX_VECTOR, LIGHT_TO_VERTEX_VECTOR;
RSQ InvSqrLen.x, InvSqrLen.x;

TEMP LIGHT_TO_VERTEX_NORMAL;

#normalize normal of light-vertex vector
MUL LIGHT_TO_VERTEX_NORMAL.x, LIGHT_TO_VERTEX_VECTOR.x, InvSqrLen.x;
MUL LIGHT_TO_VERTEX_NORMAL.y, LIGHT_TO_VERTEX_VECTOR.y, InvSqrLen.x;
MUL LIGHT_TO_VERTEX_NORMAL.z, LIGHT_TO_VERTEX_VECTOR.z, InvSqrLen.x;

#dot product of normalized vertex normal and light to vertex direction
TEMP DOT;

#dot
DP3 DOT, LIGHT_TO_VERTEX_NORMAL, TRANSFORMED_NORMAL;

#new vertex color
TEMP NEW_VERTEX_COLOR;

#since normals that face each other produce negative dot product we do 0 - dotp
SUB NEW_VERTEX_COLOR.x, 0.0, DOT;
SUB NEW_VERTEX_COLOR.y, 0.0, DOT;
SUB NEW_VERTEX_COLOR.z, 0.0, DOT;

#clamp to 0
MAX NEW_VERTEX_COLOR.x, 0.0, NEW_VERTEX_COLOR.x;
MAX NEW_VERTEX_COLOR.y, 0.0, NEW_VERTEX_COLOR.y;
MAX NEW_VERTEX_COLOR.z, 0.0, NEW_VERTEX_COLOR.z;

#clamp to 1
MIN NEW_VERTEX_COLOR.x, 1.0, NEW_VERTEX_COLOR.x;
MIN NEW_VERTEX_COLOR.y, 1.0, NEW_VERTEX_COLOR.y;
MIN NEW_VERTEX_COLOR.z, 1.0, NEW_VERTEX_COLOR.z;

#dodatkowe
MUL NEW_VERTEX_COLOR.x, 0.5, NEW_VERTEX_COLOR.x;
MUL NEW_VERTEX_COLOR.y, 0.5, NEW_VERTEX_COLOR.y;
MUL NEW_VERTEX_COLOR.z, 0.5, NEW_VERTEX_COLOR.z;

MUL NEW_VERTEX_COLOR, vertex.color, NEW_VERTEX_COLOR;

MOV result.position, vertexClip;
MOV result.texcoord[0], vertex.texcoord;
MOV result.color, NEW_VERTEX_COLOR;
MOV result.texcoord[1].x, NEW_VERTEX_COLOR.x;
MOV result.texcoord[1].y, NEW_VERTEX_COLOR.y;
MOV result.texcoord[2].x, NEW_VERTEX_COLOR.z;

END 

[/spoiler]

fragment program:

[spoiler]

!!ARBfp1.0

TEMP texcol;

TEMP FLOOR_TEX_COORD;
FLR FLOOR_TEX_COORD, fragment.texcoord[0];

TEMP ACT_TEX_COORD;

SUB ACT_TEX_COORD, fragment.texcoord[0], FLOOR_TEX_COORD;

TEX texcol, ACT_TEX_COORD, texture[0], 2D;

TEMP V_COLOR;
MOV V_COLOR.x, fragment.texcoord[1].x;
MOV V_COLOR.y, fragment.texcoord[1].y;
MOV V_COLOR.z, fragment.texcoord[2].x;

MUL texcol, texcol, V_COLOR;

MOV result.color, texcol;

END


[/spoiler]

and this is actually c++ builder code so you will have to develop your own text file loading code:

[spoiler]

template <class T>
{
TStringList * s = new TStringList();

T *buffer = new T[s->Text.Length()];
buffer = s->Text.c_str();
return buffer;
}

struct TASMShaderObject
{
unsigned int VERTEX;
unsigned int FRAGMENT;

TStringList * vert_prog;
TStringList * frag_prog;

unsigned char * vert;
unsigned char * frag;
bool vp;
bool fp;

{
vp = false;
fp = false;
}

void Enable()
{
if (vp == true) glEnable( GL_VERTEX_PROGRAM_ARB );
if (fp == true) glEnable( GL_FRAGMENT_PROGRAM_ARB );
};

void Disable()
{
if (vp == true) glDisable( GL_VERTEX_PROGRAM_ARB );
if (fp == true) glDisable( GL_FRAGMENT_PROGRAM_ARB );
}

void Bind()
{
if (vp == true) BindVert();
if (fp == true) BindFrag();
}

void BindVert() { glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VERTEX ); }

void BindFrag() { glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FRAGMENT ); }

{
glGenProgramsARB( 1, &VERTEX );
glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VERTEX );

glProgramStringARB( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen((char*) vert), vert );
vp = true;

vert_prog    = new TStringList();

delete vert_prog;
}

{
glGenProgramsARB( 1, &FRAGMENT );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FRAGMENT );

glProgramStringARB( GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen((char*) frag), frag );
fp = true;

frag_prog    = new TStringList();
delete frag_prog;
}

void ShowGLProgramERROR(AnsiString s)
{
AnsiString err = ((char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB));
if (err != "")
{
int i;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &i);
ShowMessage(s + "  "+IntToStr(i) + "   """ + err +" """);
}

}

};



[/spoiler]

now the usage of the thing:

[spoiler]


VertexLighting_ID.Enable();
VertexLighting_ID.Bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE);
sunlight->SET_UP_LIGHT(0, D2F(KTMP_LIGHT),t3dpoint<float>(1,0,0),t3dpoint<float>(1,0,1) );
FPP_CAM->SetView();

village->DrawSimpleModel(NULL);
glDisable(GL_BLEND);
VertexLighting_ID.Disable();



where


template <class T>
mglFrustum(Matrix44<T> & matrix, T l, T r, T b, T t, T n, T f)
{

matrix.m[0] = 	(2.0*n)/(r-l);
matrix.m[1] = 	0.0;
matrix.m[2] =  	(r + l) / (r - l);
matrix.m[3] =	0.0;

matrix.m[4] = 	0.0;
matrix.m[5] = 	(2.0*n) / (t - b);
matrix.m[6] =   (t + b) / (t - b);
matrix.m[7] =   0.0;

matrix.m[8] = 	0.0;
matrix.m[9] =  	0.0;
matrix.m[10] =	-(f + n) / (f-n);
matrix.m[11] =  (-2.0*f*n) / (f-n);

matrix.m[12] =  0.0;
matrix.m[13] =  0.0;
matrix.m[14] =  -1.0;
matrix.m[15] =  0.0;

}

template <class T>
glLookAt(Matrix44<T> &matrix, t3dpoint<T> eyePosition3D,
t3dpoint<T> center3D, t3dpoint<T> upVector3D )
{
t3dpoint<T>  forward, side, up;
forward = Normalize( vectorAB(eyePosition3D, center3D) );
side = Normalize( forward * upVector3D );
up = side * forward;

matrix.m[0] = side.x;
matrix.m[1] = side.y;
matrix.m[2] = side.z;

matrix.m[4] = up.x;
matrix.m[5] = up.y;
matrix.m[6] = up.z;

matrix.m[8] 	= -forward.x;
matrix.m[9] 	= -forward.y;
matrix.m[10] 	= -forward.z;

Matrix44<T> transgender;
transgender.Translate(-eyePosition3D.x, -eyePosition3D.y, -eyePosition3D.z);

matrix = transgender * matrix;
}

template <class T>
{
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, offset, float(mat[0]), float(mat[1]), float(mat[2]), float(mat[3]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, offset+1, float(mat[4]), float(mat[5]), float(mat[6]), float(mat[7]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, offset+2, float(mat[8]), float(mat[9]), float(mat[10]), float(mat[11]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, offset+3, float(mat[12]), float(mat[13]), float(mat[14]), float(mat[15]));
}

template <class T>
{
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, offset, float(param.x), float(param.y), float(param.z), float(param.w));
}

template <class T>
void SendParamToShader(T a, T b, T c, T d, int offset)
{
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, offset, float(a), float(b), float(c), float(d));
}

template <class T>
{
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, offset, float(param.x), float(param.y), float(param.z), float(param.w));
}

template <class T>
void SendParamToFRAGShader(T a, T b, T c, T d, int offset)
{
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, offset, float(a), float(b), float(c), float(d));
}

//Orders for opengl and math
//object transform: Scale * Rotate * Translate
//Shader: model * view * projection

//*****************************
//*****************************
//************NOTE*************
//*****************************
//*****************************

//this function must be replaced since opengl 4.5 doesn't use glLoadMatrix();

template <class T>
SetShaderMatrix(Matrix44<T> model, Matrix44<T> view, Matrix44<T> projection )
{

Matrix44<T> tmp;

tmp = (model * view) * projection;

glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 1, float(tmp.m[0]), float(tmp.m[1]), float(tmp.m[2]), float(tmp.m[3]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 2, float(tmp.m[4]), float(tmp.m[5]), float(tmp.m[6]), float(tmp.m[7]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 3, float(tmp.m[8]), float(tmp.m[9]), float(tmp.m[10]), float(tmp.m[11]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 4, float(tmp.m[12]), float(tmp.m[13]), float(tmp.m[14]), float(tmp.m[15]));

}

template <class T>
{
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, startoffset+0, float(mat.m[0]), float(mat.m[1]), float(mat.m[2]), float(mat.m[3]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, startoffset+1, float(mat.m[4]), float(mat.m[5]), float(mat.m[6]), float(mat.m[7]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, startoffset+2, float(mat.m[8]), float(mat.m[9]), float(mat.m[10]), float(mat.m[11]));
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, startoffset+3, float(mat.m[12]), float(mat.m[13]), float(mat.m[14]), float(mat.m[15]));
}

template <class T>
{
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, startoffset+0, float(mat.m[0]), float(mat.m[1]), float(mat.m[2]), float(mat.m[3]));
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, startoffset+1, float(mat.m[4]), float(mat.m[5]), float(mat.m[6]), float(mat.m[7]));
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, startoffset+2, float(mat.m[8]), float(mat.m[9]), float(mat.m[10]), float(mat.m[11]));
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, startoffset+3, float(mat.m[12]), float(mat.m[13]), float(mat.m[14]), float(mat.m[15]));
}


[/spoiler]

so once again disable mimaps, disable linear filtering, make sure texture is power of 2, same for the whole atlas like for each texture in atlas.

in shader define which texel you want to fetch fetch it, push it, draw it, after that change to more modern opengl. to do that i recommeng going to that ylink you gave and study how texels are determined, they already wrote that,.

i really have no idea what to add.

tex coord for first in atlas lets say atlas is 256x256 and textures are 64x64

float ahue = 64.0/256.0;

texcoord left = ahue * float(col_index);

texcoord right = left+ahue;

texcoord top = ahue * float(row_index);

texcoord bottom = top + ahue;

you could possibly find the case when you are tyring to fetch texel from borders and apply special case that fetches the corect texel.

Edited by WiredCat

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Thanks for your help WirdeCat. I only use opengl 1.4 so shaders are out of the question. I use nearest filter, texture is power of two, no mipmaps etc. I'll use double instead of float, but i doubt that will make any difference.

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In your code snippet, what are x and y? Why are you placing vertices at pixel-centers - are your texcoords also at texel-centers to compensate for that unnecessary offset? What kind of viewport and matrices are you using? Is texture.w/h the screen resolution? What's dg?

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1.4 supports vertex and fragment programs, not shaders <- this is why i placed that pseudo asm code thats your so called shader

and hodg can be right you are adding adidtional offset 0.5 this should throw you a texel out of texture in right and top border.

Edited by WiredCat

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1.4 supports vertex and fragment programs, not shaders

It's more correct to say that GL_ARB_vertex_program and GL_ARB_fragment_program are available as extensions, rather than in core GL, but also that they are potentially available in GL versions going back to 1.3; see GL_ARB_vertex_program and GL_ARB_fragment_program.

However, I think the OP will find that the kind of hardware which only supports GL 1.4 but no shaders at all doesn't actually even exist any more.  It's a hypothetical objection to using shaders rather than something you'll encounter in the real world.

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damn my bad then, so he has maybe this is his only option fix texcoords + make additional pixel on whole border that corresponds that to the pixel for left right border in x axis and for top bottom for y axis.

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In your code snippet, what are x and y? Why are you placing vertices at pixel-centers - are your texcoords also at texel-centers to compensate for that unnecessary offset? What kind of viewport and matrices are you using? Is texture.w/h the screen resolution? What's dg?

x and y is are the screen coords where i want to display this image.

I'm placing my vertices there because that i how i understand i have to do it, in fact it gave me the best results for now.

Texture.w/h is the image that contains the sub image i want to draw (in case it belongs to a bigger image) like texture atlases.

dg is just the object containing the draw order with the arguments (such as if i want to flip the image, or how much scaling). In this case scaleX/y is always at 1.0