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      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.

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    • 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...
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    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
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    • 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!
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OpenGL Printing second texture OpenGL

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Hi, 

 

I'm new on this forum. 

 

I'm making a memorise game, I already got the background printed. now i'am working on to display al the different cards but I'm stuck with printing the different triangles for the cards.

 

Sorry for my English it's not the best!

 

Hope you can help me!


	//Vertex array object
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);
	
	//Point coordinates
	static const GLfloat vertices[] = {
		//background
		-1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top left 
		 1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Top right
		 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Bottom right
		-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,  // Bottom left

		//card 1
		-0.84f, 0.92f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top-left
		-0.54f, 0.92f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Top-right
		-0.54f, 0.52f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
		-0.84f, 0.52f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,  // Bottom-left
		
		//card 2
		-0.38f, 0.92f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top-left
		-0.08f, 0.92f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Top-right
		-0.08f, 0.52f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
		-0.38f, 0.52f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,  // Bottom-left

		//card 3
		0.08f, 0.92f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top-left
		0.38f, 0.92f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Top-right
		0.38f, 0.52f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
		0.08f, 0.52f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // Bottom-left

		//card 4
		0.54f, 0.92f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top-left
		0.84f, 0.92f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // Top-right
		0.84f, 0.52f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
		0.54f, 0.52f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // Bottom-left
	};

	GLuint vertexbuffer;
	glGenBuffers(1, &vertexbuffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

	GLuint element[] = {
		0,1,2,
		2,3,0,

		5,6,7,
		7,8,5,
	};

	GLuint ebo;
	glGenBuffers(1, &ebo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(element), element, GL_STATIC_DRAW);
	
#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <algorithm>
using namespace std;

#include <stdlib.h>
#include <string.h>

#include <GL/glew.h>

const GLchar* vertexSource =
"#version 150 core\n"
"in vec2 position;"
"in vec3 color;"
"in vec2 texcoord;"
"out vec3 Color;"
"out vec2 Texcoord;"
"void main()"
"{"
"    Color = color;"
"    Texcoord = texcoord;"
"    gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource =
"#version 150 core\n"
"in vec3 Color;"
"in vec2 Texcoord;"
"out vec4 outColor;"
"uniform sampler2D background;"
"void main()"
"{"
"    outColor = texture(background, Texcoord) * vec4(Color, 1.0);"
"}";

//Copied this piece of code
void Shaders(){

	// Create and compile the vertex shader
	GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexSource, NULL);
	glCompileShader(vertexShader);

	// Create and compile the fragment shader
	GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
	glCompileShader(fragmentShader);

	// Link the vertex and fragment shader into a shader program
	GLuint shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glBindFragDataLocation(shaderProgram, 0, "outColor");
	glLinkProgram(shaderProgram);
	glUseProgram(shaderProgram);

	GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
	glEnableVertexAttribArray(posAttrib);
	glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), 0);

	GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
	glEnableVertexAttribArray(colAttrib);
	glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));

	GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord");
	glEnableVertexAttribArray(texAttrib);
	glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (void*)(5 * sizeof(GLfloat)));
}
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <SOIL.h>

#include "backgroundImage.h"

void loadTextureBackground() {

	GLuint tex[2];
	glGenTextures(1, tex);
	glBindTexture(GL_TEXTURE_2D, tex[0]);
	int width, height;

	unsigned char* backgroundImage = SOIL_load_image("Honingbackground.png", &width, &height, 0, SOIL_LOAD_RGB);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, backgroundImage);
	SOIL_free_image_data(backgroundImage);

	glBindTexture(GL_TEXTURE_2D, tex[0]);
	unsigned char* QuestionImage = SOIL_load_image("Honingbackground.png", &width, &height, 0, SOIL_LOAD_RGB);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, backgroundImage);
	SOIL_free_image_data(QuestionImage);

	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_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}

Ian

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first of all you need to fix vertex data it seems it has way too much numbers in array than actual vertices, try setting 4 vertices for each card. this will give you 4 * 3 * 4 (cards)+ 4*3 (background) length of vertex array

 

 

additionally you didint show your drawing code (glDrawArrays or something liek that) and you didint show shader code. and you didint show us the output screen so we can see what problem you get.

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I notice you are defining your triangles in a clockwise direction. They may be getting culled if you have backface culling enabled. Disable that while you are testing. Of course that all depends on where you are facing and since you said you have the background working then I guess it is ok.

 

I think your problem might lie here:

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

 

You are saying that attribute 0 has 3 elements but from your shader it looks like it actually only has 2 elements so the 3 should be a 2. you also set the stride to be 0 which means it will assume each vertex  is 3 floats big but your vertices are 7*sizeof(float) big so put that in for stride.

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