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About ste3e

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  1. Problem sorted thanks to DMD folk. The &v in glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW); should be &v[0]
  2. Maybe someone in the big wide world has Derelict2 running. [font=arial,helvetica,sans-serif]W[color=#000000][background=rgb(246, 246, 246)]hat I have [/background][/color][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]done is created the most parred back, hello world type program [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]that could run under the GL3 enforcement policies dictated by [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]Derelict2, running on DMD2 on XP. Fixed function pipeline is out. The vertex positions [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]fit within clip space so there is no need to be sending [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]projection, view or model matricies to the vertex shader, nor any [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]need therein to be altering the vertex positions; they simply get [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]set to gl_Position. The fragment shader assigns red to [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]gl_FragColor. I have read somewhere that vaos are required for [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]GL3 and that vbos hang pointlessly without the chaperone of a [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]vao, regardless, the code can draw either vao or vbo depending on [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]which draw function is not commented out in the loop. The problem [/background][/font][/color][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]is, however, that neither function draws anything. Yet all the initializations are returning true; the SDL window pops up and gets cleared to black but no red triangle. I can't see where the problem lies. [/background][/font][/color] [CODE] import std.stdio; import std.string; import std.conv; import derelict.sdl2.sdl; import derelict.opengl3.gl3; pragma(lib, "DerelictUtil.lib"); pragma(lib, "DerelictSDL2.lib"); pragma(lib, "DerelictGL3.lib"); SDL_Window *win; SDL_GLContext context; int w=800, h=600; bool running=true; int shader = 0; uint vao=0, vbo=0; bool loadLibs(){ try{ DerelictSDL2.load(); }catch(Exception e){ writeln("Error loading SDL2 lib"); return false; } try{ DerelictGL3.load(); }catch(Exception e){ writeln("Error loading GL3 lib"); return false; } return true; } bool initSDL(){ if(SDL_Init(SDL_INIT_VIDEO) < 0){ writefln("Error initializing SDL"); return false; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if(!win){ writefln("Error creating SDL window"); SDL_Quit(); return false; } context=SDL_GL_CreateContext(win); SDL_GL_SetSwapInterval(1); DerelictGL3.reload(); return true; } bool initGL(){ glClearColor(0.0, 0.0, 0.0, 1.0); glViewport(0, 0, w, h); return true; } bool initShaders(){ const string vshader=" #version 330 layout(location = 0) in vec4 pos; void main(void) { gl_Position = pos; } "; const string fshader=" #version 330 void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } "; shader=glCreateProgram(); if(shader == 0){ writeln("Error: GL did not assigh main shader program id"); return false; } int vshad=glCreateShader(GL_VERTEX_SHADER); const char *vptr=toStringz(vshader); glShaderSource(vshad, 1, &vptr, null); glCompileShader(vshad); int status, len; glGetShaderiv(vshad, GL_COMPILE_STATUS, &status); if(status==GL_FALSE){ glGetShaderiv(vshad, GL_INFO_LOG_LENGTH, &len); char[] error=new char[len]; glGetShaderInfoLog(vshad, len, null, cast(char*)error); writeln(error); return false; } int fshad=glCreateShader(GL_FRAGMENT_SHADER); const char *fptr=toStringz(fshader); glShaderSource(fshad, 1, &fptr, null); glCompileShader(fshad); glGetShaderiv(vshad, GL_COMPILE_STATUS, &status); if(status==GL_FALSE){ glGetShaderiv(fshad, GL_INFO_LOG_LENGTH, &len); char[] error=new char[len]; glGetShaderInfoLog(fshad, len, null, cast(char*)error); writeln(error); return false; } glAttachShader(shader, vshad); glAttachShader(shader, fshad); glLinkProgram(shader); glGetShaderiv(shader, GL_LINK_STATUS, &status); if(status==GL_FALSE){ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); char[] error=new char[len]; glGetShaderInfoLog(shader, len, null, cast(char*)error); writeln(error); return false; } return true; } bool initVAO(){ const float[] v = [ 0.75f, 0.75f, 0.0f, 1.0f, 0.75f, -0.75f, 0.0f, 1.0f, -0.75f, -0.75f, 0.0f, 1.0f]; glGenVertexArrays(1, &vao); if(vao<1){ writeln("Error: GL failed to assign vao id"); return false; } glBindVertexArray(vao); glGenBuffers(1, &vbo); if(vbo<1){ writeln("Error: GL failed to assign vbo id"); return false; } glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return true; } void drawVao(){ glUseProgram(shader); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glUseProgram(0); } void drawVbo(){ glUseProgram(shader); glBindBuffer(GL_ARRAY_BUFFER, vbo); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null); glDrawArrays(GL_TRIANGLES, 0, 6); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram(0); } int main() { writeln("Load libs: ", loadLibs()); writeln("Init sdl: ", initSDL()); writeln("Init gl: ", initGL()); writeln("Init shaders: ", initShaders()); writeln("Init vao: ", initVAO()); while(running){ SDL_Event e; while(SDL_PollEvent(&e)){ switch(e.type){ case SDL_KEYDOWN: running=false; break; default: break; } } glClear(GL_COLOR_BUFFER_BIT); //drawVao(); drawVbo(); SDL_GL_SwapWindow(win); } SDL_GL_DeleteContext(context); SDL_DestroyWindow(win); SDL_Quit(); return 0; } [/CODE]
  3. It could be because you are using the SDL_Surface of the main screen rather than "surfPtr" used to hold the font. surfPtr will hold info about the size of the font and RGB or RGBA. By the way, if someone knows how to access this info from the IntPtr please tell. In C++ you would use surfPtr->w, and more importantly you can grab surfPtr->Amask to read weather the image is RGB or RGBA.
  4. Assuming the sea is rippling upon a flat horizontal plane, and all the normals responsible for the rippling come from a normal map, a texture matrix per vertex is not required. All that is needed is to rotate the normal stored in the map 90 degrees about the x axis so that it points up. Basically. Pull the normal from the map as a vec3 (openGL) float3(HLSL) called norm. Then rotate it into a new vec3 called n as below. [code]n.x=norm.x; n.y=norm.z; n.z=-norm.y; [/code] Think of it like this, the blue normal map produced in photoshop is said to be in tangent space. But obviously photoshop has no knowledge of the model the map will map, therefore it has no idea of the model's vertices or how those verticies will be UV mapped... basically, photoshop has no knowledge of the tangent space it is supposedly defining normals in. Tangent space normal maps are not mapped in tangent space, they are mapped in eye space. They assume (pretend) that all of the model's vertex normals point (0,0,1) up the z axis (openGL), and since they encode the z value in the blue channel of the map, the maps are mostly blue; the red and green channels encode x and y offsets from the z axis, ie, the perturbations. Given eye coordinates place the camera at (0,0,0) looking down the negative z axis (openGL), a normal in the map is like a south facing wall, the normals point out of the wall toward the camera. So what we need for the sea is to rotate the map 90 degrees so the z normals point up. As you can see from the code above, the y axis (standard base frame in eye space) now takes the z component, meaning, scale the y axis by the amount of z; the x axis remains unchanged because the normal is being rotated about this axis; if you rotate the axis frame 90 degrees about the x axis, the former y axis will now point down the negative z axis (openGL), so n.z is assigned the negative of the y value, which is to say, the z axis is scaled by the negative of the amount y.