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CornyKorn21

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About CornyKorn21

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  1. CornyKorn21

    Multiple definition error

    Your definition of Object::ObjectID should be within a source file. Currently if you include your header file in multiple .cpp files the compiler will generate multiple instances of the ObjectID as you have it currently defined "int Object::ObjectID = 0" On a side note I'm not entirely certain how the compiler handles two declarations of a static with the same name in a base class and the derived class as well.
  2. CornyKorn21

    Windows OpenGL Initialization Questions

    It's part of my job to investigate.   Didn't keep a log of everything I changed but the debug context is now creating properly in my Win32 example. Haven't been able to remove the auxiliary buffers but at least on the Win32 example I was able to eliminate the depth/stencil so I have the option to manually create it later for use in an FBO. Not sure what I have set up wrong with GLFW that it still creates the depth/stencil.
  3. CornyKorn21

    Windows OpenGL Initialization Questions

    I guess my next question would be is what is the purpose of the auxiliary buffers?   For example if I were to set up a GBuffer for a deferred pipeline should I take advantage of the fact the auxiliary buffers exist and use those as my GBuffer surfaces instead of manually creating my own?   My guess is that I'm not guaranteed that they are going to exist. So I would want to allocate my own framebuffer/texture sets anyway. But then at that point it seems like I'm just throwing away usable GPU memory.
  4. Hi, I was wondering if anyone could answer a few questions I have about properly setting up an OpenGL 4.1 context on Windows. I scrapped together two quick code samples on my computer one using GLFW/GLEW and another creating my own window and using GLEW. I ran both code samples through gDEBugger and I'm a little confused by the results. Based on the way I set up my window in both of the samples below I expected to only see a "Front Buffer" and "Back Buffer" when I viewed the context in gDEBugger. Instead I am seeing a depth, back, front, and four auxiliary buffers. Do I have any control over the creation of those buffers? The other question I have is if I'm properly setting up my OpenGL context for Windows. The one issue I seem to be having is that if I specify WGL_CONTEXT_DEBUG_BIT_ARB in the sample where I create my own window it doesn't properly create a context.   Posted this over at the OpenGL forums as well. Thanks for any help.   GLFW/GLEW: #define GLEW_STATIC #define WIN32_LEAN_AND_MEAN #include <Windows.h> #include <GL/glew.h> #include <GLFW/glfw3.h> #include <GLM/glm.hpp> #include "Debugging/glDebugging.h" int main( int argc, char* argv[] ) { if( !glfwInit() ) return EXIT_FAILURE; // define glfw window hints #if defined( _DEBUG ) glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE ); #endif glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE ); glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE ); glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 4 ); glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 1 ); glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, 1 ); glfwWindowHint( GLFW_DEPTH_BITS, 0 ); glfwWindowHint( GLFW_STENCIL_BITS, 0 ); glfwWindowHint( GLFW_ACCUM_RED_BITS, 0 ); glfwWindowHint( GLFW_ACCUM_GREEN_BITS, 0 ); glfwWindowHint( GLFW_ACCUM_BLUE_BITS, 0 ); glfwWindowHint( GLFW_ACCUM_ALPHA_BITS, 0 ); glfwWindowHint( GLFW_AUX_BUFFERS, 0 ); // open a window with GLFW GLFWwindow* pWindow = glfwCreateWindow( 640, 360, "LearnGL", nullptr, nullptr ); if( pWindow == nullptr ) { glfwTerminate(); return EXIT_FAILURE; } glfwMakeContextCurrent( pWindow ); // initialize GLEW glewExperimental = GL_TRUE; if( glewInit() != GLEW_OK ) { glfwTerminate(); return EXIT_FAILURE; } if( !GLEW_VERSION_4_1 ) { glfwTerminate(); return EXIT_FAILURE; } #if defined( _DEBUG ) GL::InitializeDebugging(); #endif GLuint frameBuffer; GLuint colorBufferTexture; glGenTextures( 1, &colorBufferTexture ); // Set up texture glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, colorBufferTexture ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0 ); glTexImage2D( GL_TEXTURE_2D, GLint( 0 ), GL_RGBA8, GLsizei( 640 ), GLsizei( 360 ), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr ); glBindTexture( GL_TEXTURE_2D, 0 ); glPixelStorei( GL_UNPACK_ALIGNMENT, 4 ); // Set up frame buffer glGenFramebuffers( 1, &frameBuffer ); glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer ); glFramebufferTexture( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colorBufferTexture, 0 ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); while( !glfwWindowShouldClose( pWindow ) ) { // Viewport setup int width = 0; int height = 0; glfwGetWindowSize( pWindow, &width, &height ); glViewport( 0, 0, width, height ); // Clear render targets glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer ); glClearBufferfv( GL_COLOR, 0, &glm::vec4( 1.0f, 0.0f, 5.0f, 1.0f )[0] ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glClearBufferfv( GL_COLOR, 0, &glm::vec4( 0.1f, 0.1f, 0.1f, 1.0f )[0] ); glClearBufferfi( GL_DEPTH_STENCIL, 0, 1.0f, 0 ); glfwSwapBuffers( pWindow ); glfwPollEvents(); } return EXIT_SUCCESS; } Win32/GLEW [font='Helvetica Neue', Arial, Verdana, sans-serif]#define GLEW_STATIC[/font] #define WIN32_LEAN_AND_MEAN #include <Windows.h> #include <GL/glew.h> #include <GL/wglew.h> #include <GLM/glm.hpp> #include "Debugging/glDebugging.h" LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM ); struct RunInfo { bool bRunning; }; int main( int argc, char* argv[] ) { STARTUPINFO startInfo; HINSTANCE hInstance = ( HINSTANCE )GetModuleHandle( NULL ); GetStartupInfo( &startInfo ); WNDCLASSEX wcex; wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon( hInstance, MAKEINTRESOURCE( IDI_APPLICATION ) ); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszMenuName = NULL; wcex.lpszClassName = L"NoGLFW"; wcex.hIconSm = LoadIcon( hInstance, MAKEINTRESOURCE( IDI_APPLICATION ) ); if( !RegisterClassEx( &wcex ) ) return -1; RECT rc = { 0, 0, 640, 360 }; AdjustWindowRectEx( &rc, WS_OVERLAPPEDWINDOW, FALSE, WS_EX_APPWINDOW | WS_EX_WINDOWEDGE ); HWND hWnd = CreateWindowEx( WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, L"NoGLFW", L"NoGLFW", WS_OVERLAPPEDWINDOW, 0, 0, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL ); if( !hWnd ) return -1; PIXELFORMATDESCRIPTOR pfd = { sizeof( PIXELFORMATDESCRIPTOR ), // Struct size 1, // Version PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, // Support OpenGL/Double Buffering PFD_TYPE_RGBA, // Request RGBA format 32, // Output color depth 0, 0, 0, 0, 0, 0, // Color bits, ignored 0, // No alpha buffer 0, // Shift bit, ignored 0, // No accumulation buffer 0, 0, 0, 0, // Accumulation bits, ignored 0, // No z-buffer 0, // No stencil buffer 0, // No auxillary buffer PFD_MAIN_PLANE, // Main drawing layer 0, // Reserved 0, 0, 0 // Layer masks, ignored }; HDC hDc = GetDC( hWnd ); if( !hDc ) return -1; unsigned int pixelFormat = ChoosePixelFormat( hDc, &pfd ); if( !pixelFormat ) return -1; if( !SetPixelFormat( hDc, pixelFormat, &pfd ) ) return -1; HGLRC tempContext = wglCreateContext( hDc ); wglMakeCurrent( hDc, tempContext ); glewExperimental = GL_TRUE; GLenum err = glewInit(); int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 4, WGL_CONTEXT_MINOR_VERSION_ARB, 1, WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, WGL_CONTEXT_FLAGS_ARB, 0, 0 }; HGLRC hRc = tempContext; if( wglewIsSupported( "WGL_ARB_create_context" ) == 1 ) { hRc = wglCreateContextAttribsARB( hDc, 0, attribs ); wglMakeCurrent( NULL, NULL ); wglDeleteContext( tempContext ); wglMakeCurrent( hDc, hRc ); } //Checking GL version const GLubyte* GLVersionString = glGetString( GL_VERSION ); //Or better yet, use the GL3 way to get the version number int OpenGLVersion[2]; glGetIntegerv( GL_MAJOR_VERSION, &OpenGLVersion[0] ); glGetIntegerv( GL_MINOR_VERSION, &OpenGLVersion[1] ); RunInfo runInfo; runInfo.bRunning = true; SetWindowLongPtr( hWnd, GWLP_USERDATA, ( LONG_PTR )&runInfo ); ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); MSG msg = { 0 }; while( runInfo.bRunning ) { if( PeekMessage( &msg, hWnd, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } glViewport( 0, 0, 640, 360 ); glClearBufferfv( GL_COLOR, 0, &glm::vec4( 0.1f, 0.1f, 0.1f, 1.0f )[0] ); SwapBuffers( hDc ); } return 0; } LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { RunInfo* pRunInfo = ( RunInfo* )GetWindowLongPtr( hWnd, GWLP_USERDATA ); switch( message ) { case WM_DESTROY: { pRunInfo->bRunning = false; PostQuitMessage( 0 ); } break; } return DefWindowProc( hWnd, message, wParam, lParam ); }
  5. CornyKorn21

    Have Solution/Project for both VS2010/2012

    If you require people to use different toolsets for working on your code base I would suggest using a utility like CMAKE or Premake to generate the solution/projects. This way you distribute the CMAKE or Premake files and people can have those build the VS/make/XCode projects that are required for what you are working on.   I modified the premake source a little while back in order to make it work with VS2012. I can probably post it online later today if you consider that as an option.
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