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About Misiu

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  1. seems like I’ve made some progress, I was rendering without buffers in gles, seems like I cant do that in gl.   thanks for your help all.
  2.   yes nothing from glGetProgramInfoLog.       color = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);   yes those read and set the location of the Uniforms   and heres the locations set for the attributes. shader = Resource::Instance()->GetAssetShader(L"textureshader"); shader->BindAttribLocation(0, "vPosition"); shader->BindAttribLocation(1, "vTexCoord"); shader->Link();
  3. opengl logs dont show any shader errors, ive made changes but still nothing. #version 410 in vec4 vPosition; in vec2 vTexCoord; out vec2 fTexCoord; uniform mat4 mpv; uniform vec4 color; void main() { gl_Position = vPosition * mpv; fTexCoord = vTexCoord; } #version 410 //precision mediump float; in vec2 fTexCoord; out vec4 output_color; uniform sampler2D intexture; uniform vec4 color; void main() { output_color = (texture(intexture, fTexCoord) * color).rgba; } thanks.
  4. I'm trying to port a game of mine from android to the pc(linux), the following code is used to draw a 2d sprite, and works in android,   this is the render code, shader is a wrapper class for shader handling. GLfloat verts[] = { position.x, position.y + size.y, 0.0f, src.left, src.bottom, position.x, position.y, 0.0f, src.left, src.top, position.x + size.x, position.y + size.y, 0.0f, src.right, src.bottom, position.x + size.x, position.y, 0.0f, src.right, src.top }; GLushort indices[] = {0, 2, 1, 1, 2, 3}; Matrix4f p; if(rotation != 0.0f) { Matrix4f rotmat, trans; trans.Translate(Vector3f(-rotpos.x, -rotpos.y, 0.0f)); rotmat.RotationZ(RAD(rotation)); rotmat = trans * rotmat; trans.Translate(Vector3f(rotpos.x, rotpos.y, 0.0f)); p = trans * rotmat; } Matrix4f mpv = Graphics::GetOrtho(); p = mpv * p; shader->Use(); int loc = shader->GetUniformLocation("intexture"); texture->Use(); shader->Uniform1i(loc, 0); loc = shader->GetUniformLocation("mpv"); shader->UniformMatrix(loc, p); loc = shader->GetUniformLocation("color"); shader->UniformVec4(loc, color); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, verts); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, &verts[3]); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); vertex shader #version 410 attribute vec4 vPosition; attribute vec2 vTexCoord; varying vec2 fTexCoord; uniform mat4 mpv; uniform vec4 color; void main() { gl_Position = vPosition * mpv; fTexCoord = vTexCoord; } fragment shader #version 410 //precision mediump float; varying vec2 fTexCoord; uniform sampler2D intexture; uniform vec4 color; void main() { gl_FragColor = texture2D(intexture, fTexCoord) * color; } Any help would be gratefull. Thanks.
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