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• ### Similar Content

• 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!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

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 !

• 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.

• Hello everyone,
I have problem with texture

• 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!

# OpenGL No rendering when I specify GL version with glfwWindowHint

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Hi,

I'm writing a simple game engine and I'm using glfw. I'm trying to make this work on both Mac and Windows. I'm a bit confused about what happens on Win. This is the way I initialize glfw:

if (!glfwInit())
exit(-1);

//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

window = glfwCreateWindow(width, height, appName, NULL, NULL);
if (!window) {
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(window);


With this initialization, everything works and I can render correctly a test quad on the screen. Just to give you an idea, this is the renderer and OpenGL version I get:

OpenGL version supported 3.3.0

If however I uncomment the first three glfwWindowHint, everything works but I don't see anything on the screen (the same happens on the Mac). I still see that the OpenGL version supported is 3.3.0. Why the quad stops being rendered when I hint the GL version? For completeness, these are the shaders I'm using (very simple)

#version 330 core

layout(location=0) in vec3 g_position;
layout(location=2) in vec2 g_texcoord;

uniform mat4 g_mvMat;
uniform mat4 g_projMat;

out vec2 Tex;

void main ()
{
Tex = g_texcoord;
gl_Position = g_projMat * g_mvMat * vec4 ( g_position, 1.0 );
}


#version 330 core

in vec3 Position;
in vec2 Tex;

out vec4 fragColor;

uniform sampler2D Tex1;

void main()
{
vec4 texColor = texture( Tex1, Tex );
if (texColor.a < 0.5)
fragColor = texColor;

}


Thanks!

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For anyone who has the same problem, I found that the app didn't render anything because I was not using VAO, and in core profile they are mandatory!

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Why the quad stops being rendered when I hint the GL version?

Keep in mind that GL_QUADS is also removed from forward compatible contexts. I assume your quad is actually drawn with GL_TRIANGLES?