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PiouPiou

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  1. I'm an idiot in fact I did not put [b]glGetError everywhere[/b], I thought one was enough to know if opengl met an error. [b]I was in my wrong :-([/b] my problem of texture came from : glTexImage2D (GL_TEXTURE_2D, 0, [b]3[/b], taillex, tailley, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGetError tells me an "GL_INVALID_ENUM" must be replaced by: glTexImage2D (GL_TEXTURE_2D, 0, [b]GL_RGB[/b], taillex, tailley, 0, GL_RGB, GL_UNSIGNED_BYTE, data); I have not had time yet to test gldebugger (but I'll do it soon) thank you very much Clb for helping me find this bug. another question: attriblist int [] = {WGL_CONTEXT_MAJOR_VERSION_ARB, MAJOR, WGL_CONTEXT_MINOR_VERSION_ARB, MINOR, [b]WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, 0[/b]}; and attriblist int [] = {WGL_CONTEXT_MAJOR_VERSION_ARB, MAJOR, WGL_CONTEXT_MINOR_VERSION_ARB, MINOR, [b]0[/b]}; appears to be identical?
  2. thanks Clb, I delete all the verification that the source is as short as possible. but it's true that I should use glGetError but even with use are this does not solve my problem :-(
  3. [b]Hi all,[/b] just 2 questions here is my code, I use the correct method to open [b]a context "core profile"?[/b] I have a yellow texture, please consider I clearly see my yellow triangle when I'm context <3.2 and if I open a context> = 3.2 my texture disappears (the triangle become black) thank you in advance for your answers my code : [CODE] #define WIDTH 800 #define HEIGHT 600 #define NBP 32 #define MAJOR 3 // for creating context opengl MAJOR VERSION TRY MAJOR = 3 #define MINOR 1 // for creating context opengl MINOR VERSION TRY MINOR >= 2 #define FULLSCREEN false #define PI 3.14159265 #define TEXTURESIZE 256 * 256 * 3 #include <Windows.h> #include <math.h> #include <stdio.h> // fopen, fread, fclose #include "GL3\gl3.h" class mat4 { public: float m[16]; const float* GetMatriceOpengl() const; void mat4::Identity(); }; #ifdef __cplusplus extern "C" { #endif GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glClear (GLbitfield mask); GLAPI const GLubyte * APIENTRY glGetString (GLenum name); GLAPI void APIENTRY glEnable (GLenum cap); GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); GLAPI void APIENTRY glDisable (GLenum cap); GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *params); #ifdef __cplusplus } #endif PFNGLCREATEPROGRAMPROC glCreateProgram = NULL; PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = NULL; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL; PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL; PFNGLGENBUFFERSPROC glGenBuffers = NULL; PFNGLBINDBUFFERPROC glBindBuffer = NULL; PFNGLBUFFERDATAPROC glBufferData = NULL; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL; PFNGLCREATESHADERPROC glCreateShader = NULL; PFNGLSHADERSOURCEPROC glShaderSource = NULL; PFNGLCOMPILESHADERPROC glCompileShader = NULL; PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = NULL; PFNGLATTACHSHADERPROC glAttachShader = NULL; PFNGLLINKPROGRAMPROC glLinkProgram = NULL; PFNGLUSEPROGRAMPROC glUseProgram = NULL; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL; PFNGLGETSHADERIVPROC glGetShaderiv = NULL; PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL; PFNGLACTIVETEXTUREPROC glActiveTexture = NULL; PFNGLUNIFORM1IPROC glUniform1i = NULL; PFNGLGETSTRINGIPROC glGetStringi = NULL; unsigned int vao; unsigned int vbo[2]; float incx, incy, incz; GLuint vshader; GLuint fshader; GLuint program; char source1[1024*1024*4]; char source2[1024*1024*4]; short taillex, tailley; unsigned char *data = new unsigned char[TEXTURESIZE]; GLuint texture; GLuint tex; mat4 pmatrix; mat4 mmatrix; float A, B, C, D, E, F, AD, BD; LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam ); float triangle[] = { // pos // Map -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, 4.0f, 1.0f, -1.0f, 1.0f, 4.0f, 4.0f }; GLuint indicetriangle[] = { 0,1,2 }; #define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 #define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 #define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 #define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 int attriblist[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, MAJOR, WGL_CONTEXT_MINOR_VERSION_ARB, MINOR, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0, 0 }; HGLRC wglCreateContextAttribsARB(HDC hDC, HGLRC hShareContext, const int *attribList) { typedef HGLRC (APIENTRY * PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC hDC, HGLRC hShareContext, const int *attribList); static PFNWGLCREATECONTEXTATTRIBSARBPROC pfnCreateContextAttribsARB = 0; HGLRC hContext = 0; HGLRC hCurrentContext = wglGetCurrentContext(); if (!hCurrentContext) { if (!(hCurrentContext = wglCreateContext(hDC))) return 0; if (!wglMakeCurrent(hDC, hCurrentContext)) { wglDeleteContext(hCurrentContext); return 0; } pfnCreateContextAttribsARB = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB")); if (pfnCreateContextAttribsARB) hContext = pfnCreateContextAttribsARB(hDC, hShareContext, attribList); wglMakeCurrent(hDC, 0); wglDeleteContext(hCurrentContext); } else { if (!wglMakeCurrent(hDC, hCurrentContext)) return 0; pfnCreateContextAttribsARB = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB")); if (pfnCreateContextAttribsARB) hContext = pfnCreateContextAttribsARB(hDC, hShareContext, attribList); } return hContext; } const float* mat4::GetMatriceOpengl() const { return &m[0]; } void mat4::Identity() { memset(m, 0, sizeof(float)*16); m[0] = m[5] = m[10] = m[15] = 1.0f; } mat4 MultMatrice(mat4* m, mat4 *n) { static mat4 mat; mat.m[0] = m->m[0]*n->m[0] + m->m[4]*n->m[1] + m->m[8]*n->m[2] + m->m[12]*n->m[3]; mat.m[1] = m->m[1]*n->m[0] + m->m[5]*n->m[1] + m->m[9]*n->m[2] + m->m[13]*n->m[3]; mat.m[2] = m->m[2]*n->m[0] + m->m[6]*n->m[1] + m->m[10]*n->m[2] + m->m[14]*n->m[3]; mat.m[3] = m->m[3]*n->m[0] + m->m[7]*n->m[1] + m->m[11]*n->m[2] + m->m[15]*n->m[3]; mat.m[4] = m->m[0]*n->m[4] + m->m[4]*n->m[5] + m->m[8]*n->m[6] + m->m[12]*n->m[7]; mat.m[5] = m->m[1]*n->m[4] + m->m[5]*n->m[5] + m->m[9]*n->m[6] + m->m[13]*n->m[7]; mat.m[6] = m->m[2]*n->m[4] + m->m[6]*n->m[5] + m->m[10]*n->m[6] + m->m[14]*n->m[7]; mat.m[7] = m->m[3]*n->m[4] + m->m[7]*n->m[5] + m->m[11]*n->m[6] + m->m[15]*n->m[7]; mat.m[8] = m->m[0]*n->m[8] + m->m[4]*n->m[9] + m->m[8]*n->m[10] + m->m[12]*n->m[11]; mat.m[9] = m->m[1]*n->m[8] + m->m[5]*n->m[9] + m->m[9]*n->m[10] + m->m[13]*n->m[11]; mat.m[10] = m->m[2]*n->m[8] + m->m[6]*n->m[9] + m->m[10]*n->m[10] + m->m[14]*n->m[11]; mat.m[11] = m->m[3]*n->m[8] + m->m[7]*n->m[9] + m->m[11]*n->m[10] + m->m[15]*n->m[11]; mat.m[12] = m->m[0]*n->m[12] + m->m[4]*n->m[13] + m->m[8]*n->m[14] + m->m[12]*n->m[15]; mat.m[13] = m->m[1]*n->m[12] + m->m[5]*n->m[13] + m->m[9]*n->m[14] + m->m[13]*n->m[15]; mat.m[14] = m->m[2]*n->m[12] + m->m[6]*n->m[13] + m->m[10]*n->m[14] + m->m[14]*n->m[15]; mat.m[15] = m->m[3]*n->m[12] + m->m[7]*n->m[13] + m->m[11]*n->m[14] + m->m[15]*n->m[15]; return mat; } void glTranslate(mat4 *mat, float x, float y, float z) { static mat4 m; m.m[0] = m.m[5] = m.m[10] = m.m[15] = 1.0f; m.m[1] = m.m[2] = m.m[3] = m.m[4] = m.m[6] = m.m[7] = m.m[8] = m.m[9] = m.m[11] = 0.0f; m.m[12] = x; m.m[13] = y; m.m[14] = z; *mat = MultMatrice(mat,&m); } void glPerspective( mat4 &mat, float fovy, float ratio, float znear, float zfar ) { static float ymax, xmax; static float temp, temp4; ymax = float(znear * tanf(float(fovy * PI / 360.0f))); xmax = ymax * ratio; temp = znear + znear; temp4 = zfar - znear; mat.m[0] = znear / xmax; mat.m[1] =mat.m[2] =mat.m[3] =mat.m[4] =mat.m[6] =mat.m[7] =mat.m[8] =mat.m[9] =mat.m[12] =mat.m[13] =mat.m[15] = 0.0; mat.m[5] = znear / ymax; mat.m[10] = (-zfar - znear) / temp4; mat.m[11] = -1.0; mat.m[14] = (-temp * zfar) / temp4; } void LoadFile(char *name, char *buffer) { FILE *hfile = fopen(name, "rb"); if (hfile) { fread(buffer, 1, 10000, hfile); fclose(hfile); } } void Init() { glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram"); glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv"); glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays"); glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray"); glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers"); glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer"); glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData"); glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer"); glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray"); glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader"); glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource"); glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"); glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation"); glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader"); glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram"); glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"); glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv"); glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv"); glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog"); glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog"); glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"); glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"); glGetStringi = (PFNGLGETSTRINGIPROC)wglGetProcAddress("glGetStringi"); glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(2, &vbo[0]); glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(triangle), triangle, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicetriangle), indicetriangle, GL_STATIC_DRAW); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer((GLuint)1, 2, GL_FLOAT, GL_FALSE, 20, (void*)12); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindVertexArray(0); const char *src = source1; vshader = glCreateShader(GL_VERTEX_SHADER); fshader = glCreateShader(GL_FRAGMENT_SHADER); LoadFile("vert.txt", source1); glShaderSource(vshader, 1, &src, NULL); glCompileShader(vshader); LoadFile("frag.txt", source2); src = source2; glShaderSource(fshader, 1, &src, NULL); glCompileShader(fshader); program = glCreateProgram(); glAttachShader(program, vshader); glAttachShader(program, fshader); // glBindAttribLocation(program,0, "vert"); // glBindAttribLocation(program,1, "texture"); glLinkProgram(program); tex = glGetUniformLocation(program, "gsample"); taillex = 256; tailley = 256; unsigned char *p = data; for (int t = 0 ; t < taillex*tailley ; t++) // i create a yellow texture just for testing *p++ = 255, *p++ = 255, *p++ = 0; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D , 0 , 3 , taillex , tailley , 0 , GL_RGB , GL_UNSIGNED_BYTE , data); glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR); glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR); glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT); glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); }; int MainSub() { glUseProgram(program); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glClearColor(0.0f,0.2f,0.4f,1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); mmatrix.Identity(); incz = -3.5f; glTranslate(&mmatrix, incx, incy, incz); glUniformMatrix4fv(glGetUniformLocation(program, "projectionmatrix"), 1, GL_FALSE, pmatrix.GetMatriceOpengl()); glUniformMatrix4fv(glGetUniformLocation(program, "modelmatrix"), 1, GL_FALSE, mmatrix.GetMatriceOpengl()); glBindVertexArray(vao); glUniform1i(tex, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,texture); //glDrawArrays(GL_TRIANGLES, 0, 3); // draw first object glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT,0); glBindVertexArray(0); glUseProgram(0); return true; } int WINAPI WinMain(HINSTANCE hinst,HINSTANCE hprev, LPSTR cmdline, int cmdshow) { static MSG msg; HWND hwnd; HDC hdc; HGLRC hrc; WNDCLASSEX wnd; DWORD style; DWORD exstyle; wnd.cbSize = sizeof( WNDCLASSEX ) ; wnd.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wnd.lpfnWndProc = WndProc; wnd.hInstance = hinst; wnd.hCursor = LoadCursor( NULL, IDC_HAND ); wnd.hIcon = LoadIcon(NULL, IDI_ASTERISK); wnd.hIconSm = LoadIcon(NULL, IDI_WINLOGO); wnd.hbrBackground = 0; wnd.lpszMenuName = 0; wnd.cbClsExtra = 0; wnd.cbWndExtra = 0; wnd.lpszClassName = "wc"; RegisterClassEx(&wnd); if (FULLSCREEN) { DEVMODE dm; memset(&dm, 0, sizeof(dm)); dm.dmSize = sizeof(dm); dm.dmPelsWidth = WIDTH; dm.dmPelsHeight = HEIGHT; dm.dmBitsPerPel = NBP; dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; ChangeDisplaySettings(&dm, CDS_FULLSCREEN); style = WS_POPUP; exstyle = WS_EX_APPWINDOW; ShowCursor(FALSE); } else { style = WS_OVERLAPPEDWINDOW; exstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; } RECT rc = { 0, 0, WIDTH, HEIGHT }; AdjustWindowRectEx( &rc, style, false, exstyle ); hwnd = CreateWindowEx( exstyle, "wc", "MyWindows", style, 0, 0, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hinst, NULL ); static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, NBP, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, // 16Bit Z-Buffer (Depth Buffer) 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; hdc = GetDC(hwnd); unsigned int pixelformat = ChoosePixelFormat(hdc, &pfd); SetPixelFormat(hdc, pixelformat, &pfd); if (MAJOR < 3) // open Standard Context hrc = wglCreateContext(hdc); else hrc = wglCreateContextAttribsARB(hdc, 0, attriblist); // open à New Core Context wglMakeCurrent(hdc, hrc); ShowWindow( hwnd, cmdshow ); Init(); const GLubyte *version = glGetString(GL_VERSION); MessageBox(NULL,(char *)version ,"Opengl Version",MB_OK|MB_ICONEXCLAMATION); while( msg.message != WM_QUIT ) { if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } MainSub(); SwapBuffers(hdc); // Double Buffer } if (FULLSCREEN) { ChangeDisplaySettings(NULL,0); ShowCursor(TRUE); } wglMakeCurrent(NULL,NULL); wglDeleteContext(hrc); hrc = 0; ReleaseDC(hwnd,hdc); hdc = 0; DestroyWindow(hwnd); hwnd = 0; UnregisterClass("wclasse",hinst); delete [] data; return static_cast<int>( msg.wParam ); } LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam ) { static short width; static short height; switch( message ) { case WM_DESTROY: PostQuitMessage( 0 ); break; case WM_SIZE: width= LOWORD(lparam); height = HIWORD(lparam); if ( height == 0 ) height = 1; glViewport(0, 0, width, height); glPerspective( pmatrix, 45.0f, (GLfloat)width/(GLfloat)height, 0.1f, 100.0f ); break; default: return DefWindowProc( hwnd, message, wparam, lparam ); } return 0; } [/CODE] Vertex shader : [CODE] #version 330 layout(location = 0)in vec3 vertex; layout(location = 1)in vec2 texture; out vec2 _texture; uniform mat4 projectionmatrix; uniform mat4 modelmatrix; void main(void) { mat4 mvpMatrix = projectionmatrix * modelmatrix; _texture = texture; gl_Position = mvpMatrix * vec4(vertex, 1.0); } [/CODE] Fragment Shader : [CODE] #version 330 in vec2 _texture; out vec4 fragcolor; uniform sampler2D gsample; void main(void) { fragcolor = texture2D(gsample, _texture); } [/CODE]