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ScherzkeCks

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  1. OpenGL

    Alright, I solved it. And because somebody might search this in the future I will post the solution here:   I had to use a VertexArrayObject for the text, then it would draw just fine.   I was under the impression, that you don't have to use VAOs but I guess I was wrong.
  2. OpenGL

    Yeah, but then it has to be something in between that code and the objectdrawing code which works too.   But I am not doing anything in between other than what is written in the code above. The drawText method gets called literally right after the renderObjects() call.  But even if I just call the drawText() code it doesn't work   Just for your information, I am using GLFW instead of SDL but that shouldn't matter as far as I can tell. 
  3. OpenGL

    Well I am down to just glClear() the TextDrawing code and the buffer swapping. Also the vertex-Shader only outputs white now. Still only a black screen.
  4. OpenGL

    tried both, nothing changed.   Could it be some kind of wrong calls to change states? I will post the only other part of code that makes opengl calls after the creation of the window, maybe I am doing something wrong when switching from Model-Drawing to Text-Drawing.   This code gets called right before i call the drawText() function (This part works just fine) void Render::renderObjects() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); //Texture-Sampler Location GLuint textureSampler = glGetUniformLocation(programID,"myTextureSampler"); GLint vpLocation = glGetUniformLocation(programID,"VP"); glm::mat4 vp = GameManager::getSingleton()->getCamera()->getCameraMatrix(); glUniformMatrix4fv(vpLocation,1,GL_FALSE,&vp[0][0]); GLint modelMatrixLocation = glGetUniformLocation(programID,"model"); std::vector<RenderObject *> objectsToRender; objectsToRender = GameManager::getSingleton()->getROManager()->getObjectsToRender(); for (int i = 0; i < objectsToRender.size(); ++i) { RenderObject *currentObject = objectsToRender.at(i); GLuint vertexArrayObjectName = currentObject->getVertexArrayName(); if (vertexArrayObjectName == 0) { //Create vertexarrayobject and buffers etc. GLfloat* vertices = NULL; GLfloat* normals = NULL; GLuint* indices = NULL; GLfloat* uvCoordinates = NULL; int verticesCount; int indicesCount; short textureWidth, textureHeight; char* textureData = NULL; try { currentObject->getData(&vertices, &normals, &indices, &uvCoordinates, &verticesCount, &indicesCount, &textureWidth, &textureHeight, &textureData); } catch (RenderObjectException* e) { printf("%s\n", e->what()); //TODO: remove from objectHandler and further error-Handling continue; } //Texture GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); //glTexStorage2D(GL_TEXTURE_2D,4, GL_RGB, textureWidth, textureHeight); //glTexSubImage2D(GL_TEXTURE_2D,0,0,0,textureWidth,textureHeight,GL_BGR, GL_UNSIGNED_BYTE, textureData); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_BGR, GL_UNSIGNED_BYTE, textureData); // <- tutorial version but mutable glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); currentObject->setTextureID(textureID); //creating vertexarray glGenVertexArrays(1,&vertexArrayObjectName); glBindVertexArray(vertexArrayObjectName); currentObject->setVertexArrayName(vertexArrayObjectName); //create the buffers belonging to this vertexarray GLuint vboId; glGenBuffers(1,&vboId); glBindBuffer(GL_ARRAY_BUFFER,vboId); glBufferData(GL_ARRAY_BUFFER,verticesCount * sizeof(GLfloat) * 4,vertices, GL_STATIC_DRAW); glVertexAttribPointer(RENDER_POSITION_LOCATION,4,GL_FLOAT,GL_FALSE,0,0); glEnableVertexAttribArray(RENDER_POSITION_LOCATION); //normalBuffer GLuint normalBuffer; glGenBuffers(1,&normalBuffer); glBindBuffer(GL_ARRAY_BUFFER,normalBuffer); glBufferData(GL_ARRAY_BUFFER, verticesCount * 4 * sizeof(GLfloat),normals, GL_STATIC_DRAW); glVertexAttribPointer(RENDER_NORMALS_LOCATION,4,GL_FLOAT,GL_FALSE,0,NULL); glEnableVertexAttribArray(RENDER_NORMALS_LOCATION); //uvCoordinatesBuffer GLuint uvCoordinatesID; glGenBuffers(1,&uvCoordinatesID); glBindBuffer(GL_ARRAY_BUFFER,uvCoordinatesID); glBufferData(GL_ARRAY_BUFFER,verticesCount * sizeof(GLfloat) * 2,uvCoordinates,GL_STATIC_DRAW); glVertexAttribPointer(RENDER_UV_LOCATION,2,GL_FLOAT,GL_FALSE,0,0); glEnableVertexAttribArray(RENDER_UV_LOCATION); GLuint indicesID; glGenBuffers(1,&indicesID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indicesID); glBufferData(GL_ELEMENT_ARRAY_BUFFER,indicesCount * sizeof(GLuint),indices,GL_STATIC_DRAW); glBindVertexArray(0); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, currentObject->getTextureID()); glUniform1i(textureSampler,0); glm::mat4 modelMatrix = currentObject->getModelMatrix(); glUniformMatrix4fv(modelMatrixLocation,1,GL_FALSE,&modelMatrix[0][0]); glBindVertexArray(vertexArrayObjectName); glDrawElements(GL_TRIANGLES,currentObject->getIndicesCount(),GL_UNSIGNED_INT,0); glBindVertexArray(0); } }
  5. Hearing that I feel that writing your own engine is not what your are looking for, but instead want to get started with the functionality of the game right away. So you probably should search for Engines that are not too complex. Unity is probably the most known right now but I personally have never worked with it.
  6. OpenGL

    First letter:   v1: x:125.000000 y:148.000000  v2: x:137.000000 y:148.000000  v3: x:125.000000 y:170.000000  v4: x:137.000000 y:170.000000 
  7. OpenGL

    I did print the coordinates and made all the math on them by hand. and while certainly a little large for text they all are within the window. Culling and Depth testing also disabled but no difference. 
  8. Hi borrax,   maybe these tutorials are something for you: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/   They take the modern approach with OpenGL4 (or 3.x if you use the modern stuff in 3 ;) ) and I found them quite helpful. Other than that, if you are serious I can only recommend the RedBook which tells you pretty much everything about OpenGL. (ISBN:0321773039)
  9. Hi everybody,   I have been staring at this code for 3 days now and rewritten it 2 times with no effect. I know, that the texture and the shaders get loaded just fine (confirmed that using OpenGL Profiler on Mac). The shaders work as tested with my normal draws. But the function posted below doesn't put out anything. All the values in the vectors supplied to OpenGL are fine as well. I also tried using simple arrays instead of vectors(which shouldn't make a difference) to no avail. Can somebody tell me what it is? bool Text::drawText(int x, int y, std::string text) { if (programID == 0) { return false; } if (textureID == 0) { return false; } int xOffset = 0; std::vector<glm::vec2> vertices; std::vector<glm::vec2> uvCoordinats; for (int i = 0; i < text.size(); ++i) { int id = text[i]; for (int j = 0; j < glyphCount; ++j) { if (glyphs[j].id == id) { /** * calculate vertices and stuff * Layout is as follows: * v1 v2 * ------ * | / | * | / | * ------ * v3 4 */ glm::vec2 v1 = glm::vec2(x + xOffset + glyphs[j].xoffset, y + glyphs[j].yoffset); glm::vec2 v2 = glm::vec2(x + xOffset + glyphs[j].xoffset + glyphs[j].width, y + glyphs[j].yoffset); glm::vec2 v3 = glm::vec2(x + xOffset + glyphs[j].xoffset,y + glyphs[j].yoffset + glyphs[j].height); glm::vec2 v4 = glm::vec2(x + xOffset + glyphs[j].xoffset + glyphs[j].width, y + glyphs[j].yoffset + glyphs[j].height); vertices.push_back(v1); vertices.push_back(v2); vertices.push_back(v3); vertices.push_back(v3); vertices.push_back(v2); vertices.push_back(v4); glm::vec2 uv1 = glm::vec2((GLfloat)(glyphs[j].x)/ textureWidth, (GLfloat)(glyphs[j].y) / textureHeight); glm::vec2 uv2 = glm::vec2((GLfloat)(glyphs[j].x + glyphs[j].width) / textureWidth,(GLfloat)(glyphs[j].y) / textureHeight); glm::vec2 uv3 = glm::vec2((GLfloat)(glyphs[j].x) /textureWidth,(GLfloat)(glyphs[j].y + glyphs[j].height) /textureHeight); glm::vec2 uv4 = glm::vec2((GLfloat)(glyphs[j].x + glyphs[j].width) / textureWidth,(GLfloat)(glyphs[j].y + glyphs[j].height) /textureHeight); uvCoordinats.push_back(uv1); uvCoordinats.push_back(uv2); uvCoordinats.push_back(uv3); uvCoordinats.push_back(uv3); uvCoordinats.push_back(uv2); uvCoordinats.push_back(uv4); xOffset += glyphs[j].advance; break; } } } //time to draw glUseProgram(programID); glBindVertexArray(0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureID); GLuint textureSampler = glGetUniformLocation(programID,"myTextureSampler"); glUniform1i(textureSampler,0); GLuint buffers[2]; glGenBuffers(2,buffers); glEnableVertexAttribArray(RENDER_POSITION_LOCATION); glBindBuffer(GL_ARRAY_BUFFER,buffers[0]); glBufferData(GL_ARRAY_BUFFER,vertices.size() * sizeof(glm::vec2),&vertices[0],GL_STATIC_DRAW); glVertexAttribPointer(RENDER_POSITION_LOCATION,2,GL_FLOAT,GL_FALSE,0,0); glEnableVertexAttribArray(RENDER_UV_LOCATION); glBindBuffer(GL_ARRAY_BUFFER,buffers[1]); glBufferData(GL_ARRAY_BUFFER,uvCoordinats.size() * sizeof(glm::vec2),&uvCoordinats[0],GL_STATIC_DRAW); glVertexAttribPointer(RENDER_UV_LOCATION,2,GL_FLOAT,GL_FALSE,0,0); glDrawArrays(GL_TRIANGLES, 0, (GLint)vertices.size()); glDeleteBuffers(2,buffers); glBindTexture(GL_TEXTURE_2D,0); return true; } And the Shaders for the sake of it: Vertex: #version 150 in vec2 in_Position; in vec2 in_UV; out vec2 ex_UV; void main(void) { //Position is in a Range of [0,500]*[0,500] and has to be mapped to [-1,1]*[-1,1] vec2 out_Position = in_Position - vec2(250,250); out_Position = out_Position / vec2(250,250); gl_Position = vec4(out_Position,0,1); ex_UV = in_UV; } Fragment: #version 150 in vec2 ex_UV; out vec4 out_Color; uniform sampler2D myTextureSampler; void main(void) { out_Color = texture(myTextureSampler, ex_UV); }
  10. Yes I do.   It was rendering just fine before when I had the geometry and such hard written into the code. Only thing I changed was loading from file (which works as confirmed by debugging) and I installed the OpenGL Profiler from Apple, which shouldn't interfere with my program, should it? Oh and I added the texture-loading. But I am not using the texture in the shader yet, I just give out plain red in the shader.     EDIT: I just found the bug. Shows again, that getting a night of sleep solves a lot of problems. I didn't initialize the variable indicesCount right that gets returned in currentObject->getIndicesCount()   Thank you all for your help!
  11. Yes I call glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); every frame
  12. Hi,   can somebody explain to me why the same Program just launched over and over again results in different drawing output? The Data is static so it doesn't change. I attached two sampleImages that show a partly rendered Sphere where there should be a full sphere   The code show the actual Code to draw the sphere, the if(vertexArrayObjectName == 0) only get called once and the data returned in currentObject->getData() is always the same.   Thanks so much in advance   Stefan RenderObject *currentObject = objectsToRender.at(i); GLuint vertexArrayObjectName = currentObject->getVertexArrayName(); if (vertexArrayObjectName == 0) { //Create vertexarrayobject and buffers etc. GLfloat* vertices = NULL; GLfloat* normals = NULL; GLuint* indices = NULL; GLfloat* uvCoordinates = NULL; int verticesCount; int indicesCount; short textureWidth, textureHeight; char* textureData = NULL; try { currentObject->getData(&vertices, &normals, &indices, &uvCoordinates, &verticesCount, &indicesCount, &textureWidth, &textureHeight, &textureData); } catch (ExceptionFile* e) { printf("%s\n", e->what()); //TODO: remove from objectHandler and further error-Handling continue; } //creating vertexarray glGenVertexArrays(1,&vertexArrayObjectName); glBindVertexArray(vertexArrayObjectName); currentObject->setVertexArrayName(vertexArrayObjectName); //create the buffers belonging to this vertexarray GLuint vboId; glGenBuffers(1,&vboId); glBindBuffer(GL_ARRAY_BUFFER,vboId); glBufferData(GL_ARRAY_BUFFER,verticesCount * sizeof(GLfloat) * 4,vertices, GL_STATIC_DRAW); glVertexAttribPointer(RENDER_POSITION_LOCATION,4,GL_FLOAT,GL_FALSE,0,0); glEnableVertexAttribArray(RENDER_POSITION_LOCATION); //normalBuffer GLuint normalBuffer; glGenBuffers(1,&normalBuffer); glBindBuffer(GL_ARRAY_BUFFER,normalBuffer); glBufferData(GL_ARRAY_BUFFER, verticesCount * 4 * sizeof(GLfloat),normals, GL_STATIC_DRAW); glVertexAttribPointer(RENDER_NORMALS_LOCATION,4,GL_FLOAT,GL_FALSE,0,NULL); glEnableVertexAttribArray(RENDER_NORMALS_LOCATION); //uvCoordinatesBuffer GLuint uvCoordinatesID; glGenBuffers(1,&uvCoordinatesID); glBindBuffer(GL_ARRAY_BUFFER,uvCoordinatesID); glBufferData(GL_ARRAY_BUFFER,verticesCount * sizeof(GLfloat) * 2,uvCoordinates,GL_STATIC_DRAW); glVertexAttribPointer(RENDER_UV_LOCATION,2,GL_FLOAT,GL_FALSE,0,0); glEnableVertexAttribArray(RENDER_UV_LOCATION); GLuint indicesID; glGenBuffers(1,&indicesID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indicesID); glBufferData(GL_ELEMENT_ARRAY_BUFFER,indicesCount * sizeof(GLuint),indices,GL_STATIC_DRAW); //Texture GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_BGR, GL_UNSIGNED_BYTE, textureData); currentObject->setTextureID(textureID); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,currentObject->getTextureID()); glUniform1i(textureSampler,0); glm::mat4 modelMatrix = currentObject->getModelMatrix(); glUniformMatrix4fv(modelMatrixLocation,1,GL_FALSE,&modelMatrix[0][0]); glBindVertexArray(vertexArrayObjectName); glDrawElements(GL_TRIANGLES,currentObject->getIndicesCount(),GL_UNSIGNED_INT,0);