• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Achivai
      Hey, I am semi-new to 3d-programming and I've hit a snag. I have one object, let's call it Object A. This object has a long int array of 3d xyz-positions stored in it's vbo as an instanced attribute. I am using these numbers to instance object A a couple of thousand times. So far so good. 
      Now I've hit a point where I want to remove one of these instances of object A while the game is running, but I'm not quite sure how to go about it. At first my thought was to update the instanced attribute of Object A and change the positions to some dummy number that I could catch in the vertex shader and then decide there whether to draw the instance of Object A or not, but I think that would be expensive to do while the game is running, considering that it might have to be done several times every frame in some cases. 
      I'm not sure how to proceed, anyone have any tips?
    • By Cahit Karahan

      Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
      I have just wanted to retouch and share this game, because it has a very important place for me.

      It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game. 

      Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

      Even death at the end is worth the revenge. 
      Are you brave enough to jump into Tamarra's well?

      Survive from witch attacks, clown attacks and many scary creature.

      - Realistic 3D graphics.
      - Scary sounds.
      - Scary musics.
      - Best experience with headphones.
      - A demon cage where you can imprison all the demons one by one
      - The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
      - Countless beasts.
      - At the end of the well there is a hidden surprise for you.

      *We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

      **!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

    • By BigJiggly
      Hello! So, I've been the leader of BJP for a while now. I'm a bit bored of taking the role I always take, leader. I was hoping someone out there is looking to forge a team maybe and needs a programmer. 
      I have experience mainly in the Unity engine(C# intermediate) and I have a very small amount of knowledge on Shaders, as well as experience on developing games(usually end up stuck in dev hell) and leading experience from my last team which at one point reached 11 people. I personally love the Unity engine and prefer to use it as it's the development environment I'm comfortable with. 
      I have used Unity for over a year and a few months, I'd consider myself an intermediate at the Engine, but to this day Unity still surprises me. 
      I live in the United Kingdom, I find it a bit strange to work with other programmers as the ones I've worked with tend to leave their code heavily unoptimised and I'm a on the go optimise kind of guy, I also like to get things done quickly.
      If you're a new team and need a programmer that has high levels of ambition and strives to maintain the motivation throughout the team, then I'm your guy. I don't care if you're just beginning because I'm all for helping people learn!
      To finish this off: I like to get things done and I like to get them done right the first time, if I fail I will do it again and again, etc, until I loose all motivation. So if you're a modeller or an artist, please don't leave me to do all the modelling/art as well as the programming and sound. I do have experience in all those areas but my main power is in programming and I'd prefer to keep it that way.
      [If this was posted in the wrong forum, sorry, I don't really know the layout of this website yet]
    • By fleissi
      Hey guys!

      I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
      The full source code is hosted on github:

      I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
      I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.

      I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.

      Features I have so far:
      - Dynamic shader generation based on material properties
      - Dynamic sorting of meshes to be renderd based on shader and material
      - Rendering large amounts of static meshes
      - Hierarchical culling (detail + view frustum)
      - Limited support for dynamic (i.e. moving) meshes
      - Normal, Parallax and Relief Mapping implementations
      - Wind animations based on vertex displacement
      - A very basic integration of the Bullet physics engine
      - Procedural Grass generation
      - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
      - Caching mechanisms for textures, shaders, materials and meshes

      Features I would like to have:
      - Global illumination methods
      - Scalable physics
      - Occlusion culling
      - A nice procedural terrain generator
      - Scripting
      - Level Editing
      - Sound system
      - Optimization techniques

      Books I have so far:
      - Real-Time Rendering Third Edition
      - 3D Game Programming with DirectX 11
      - Vulkan Cookbook (not started yet)

      I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
      There are some videos on youtube that demonstrate some of the features:
      Procedural grass on the GPU
      Procedural Terrain Engine
      Quadtree detail and view frustum culling

      The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.


    • By tj8146
      I have attached my project in a .zip file if you wish to run it for yourself.
      I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this? 
      Errors when I build my code:
      1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========  
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
      #pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
      #pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
      #pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }  
  • Advertisement
  • Advertisement

OpenGL Why my model can not show in 3D effects by OpenGL?

Recommended Posts

I want to use OpenGL to show a STL model . But why the picture look like in 2D ?  

Public Sub CreateGLPannel(Pannel As PictureBox)
 Dim PixelFormat As GLuint
 With pfd
     .cColorBits = Bits
     .cDepthBits = 16
     .iLayerType = PFD_MAIN_PLANE
     .iPixelType = PFD_TYPE_RGBA
     .nSize = Len(pfd)
     .nVersion = 1
 End With
 PixelFormat = ChoosePixelFormat(Pannel.hdc, pfd)
 SetPixelFormat Pannel.hdc, PixelFormat, pfd 
 hrc = wglCreateContext(Pannel.hdc) 
 wglMakeCurrent Pannel.hdc, hrc 
 ResizeGLScene Pannel, 4000, 4000, 4000 
End Sub

Private Sub InitGL()
     glShadeModel smSmooth
     glClearColor 0, 0, 0, 0
     glClearDepth 1
     glEnable glcDepthTest
     glDepthFunc cfLEqual    
     glHint htPerspectiveCorrectionHint, hmNicest
End Sub

Private Sub Lighting()
Dim Specular(0 To 3) As GLfloat
Specular(0) = 0.5: Specular(1) = 1.5: Specular(2) = 2.5: Specular(3) = 3.5
 glMaterialf faceFrontAndBack, Shininess, 0.5  
 glMaterialf faceFrontAndBack, mprSpecular, Specular(0)
 glMaterialf faceFrontAndBack, AmbientAndDiffuse, 0
 glEnable glcColorMaterial
 glLightf ltLight0, lpmPosition, -100  
 glEnable glcLighting
 glEnable glcLight0
End Sub

 Public Sub DrawPart()
    glMatrixMode mmModelView
    Select Case isfrontview
        Case True
            gluLookAt 0, 0, 0, 0, -1, 0, 1, 0, 0     
        Case False        
            gluLookAt 0, 0, 0, 0, 0, -1, 0, 1, 0
    End Select
  Select Case zoomcounter
        Case 1.5
            glScalef 1.5, 1.5, 1.5
        Case 2
            glScalef 2, 2, 2
        Case 2.5
            glScalef 2.5, 2.5, 2.5
        Case 3
            glScalef 3, 3, 3
  End Select
  glTranslatef gpQuadX, 1000, -800
  glRotatef grQuadX, 1, 0, 0 
  glRotatef grQuadY, 0, 1, 0
  glRotatef grQuadZ, 0, 0, 1
End Sub

Private Sub DrawPartList()
 Dim i As Integer
 Dim Temp As Integer
 Dim TrangleCounter As Integer
 TrangleCounter = CInt((PartVertexCounter - 1) / 3)
 glColor3f PartColor.R, PartColor.G, PartColor.B
 glBegin bmTriangles
  For i = 1 To TrangleCounter
     Temp = (i - 1) * 3 + 1
     glVertex3f Abs_PartVertex(Temp).x, Abs_PartVertex(Temp).y, Abs_PartVertex(Temp).z
     glVertex3f Abs_PartVertex(Temp + 1).x, Abs_PartVertex(Temp + 1).y, Abs_PartVertex(Temp + 1).z
     glVertex3f Abs_PartVertex(Temp + 2).x, Abs_PartVertex(Temp + 2).y, Abs_PartVertex(Temp + 2).z
  Next i
End Sub



Share this post

Link to post
Share on other sites

are you just drawing a quad? if so that's probably why it looks 2d. Quads are flat, so if you just look at it straight on, it will just look like a square on the screen.

Share this post

Link to post
Share on other sites


I don't see where you setup your projection matrix, and if you don"t create one, the default OpenGL's projection is used, and it is an orthographic projection, explaining your 2D feeling.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement