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  1. Looking for project

    Hello. I'm Programmer who is in search of 2D game project who preferably uses OpenGL and C++. You can see my projects in GitHub. Project genre doesn't matter (except MMO's :D).
  2. Hello, My name is Matt. I am a programmer. I mostly use Java, but can use C++ and various other languages. I'm looking for someone to partner up with for random projects, preferably using OpenGL, though I'd be open to just about anything. If you're interested you can contact me on Skype or on here, thank you! Skype: Mangodoor408
  3. Hello, my name is Mark. I'm hobby programmer. So recently,I thought that it's good idea to find people to create a full 3D engine. I'm looking for people experienced in scripting 3D shaders and implementing physics into engine(game)(we are going to use the React physics engine). And,ye,no money =D I'm just looking for hobbyists that will be proud of their work. If engine(or game) will have financial succes,well,then maybe =D Sorry for late replies. I mostly give more information when people PM me,but this post is REALLY short,even for me =D So here's few more points: Engine will use openGL and SDL for graphics. It will use React3D physics library for physics simulation. Engine(most probably,atleast for the first part) won't have graphical fron-end,it will be a framework . I think final engine should be enough to set up an FPS in a couple of minutes. A bit about my self: I've been programming for 7 years total. I learned very slowly it as "secondary interesting thing" for like 3 years, but then began to script more seriously. My primary language is C++,which we are going to use for the engine. Yes,I did 3D graphics with physics simulation before. No, my portfolio isn't very impressive. I'm working on that No,I wasn't employed officially. If anybody need to know more PM me.
  4. Hello, my name is Mark. I'm hobby programmer. So recently,I thought that it's good idea to find people to create a full 3D engine. I'm looking for people experienced in scripting 3D shaders and implementing physics into engine(game)(we are going to use the React physics engine). And,ye,no money =D I'm just looking for hobbyists that will be proud of their work. If engine(or game) will have financial succes,well,then maybe =D
  5. I am developing my engine using the OpenGL 3.3 compatibility profile. It runs as expected on my NVIDIA card and on my Intel Card however when I tried it on an AMD setup it ran 3 times worse than on the other setups. Could this be a AMD driver thing or is this probably a problem with my OGL code? Could a different code standard create such bad performance?
  6. Hey guys. I'm trying to get my application to work on my Nvidia GTX 970 desktop. It currently works on my Intel HD 3000 laptop, but on the desktop, every bind textures specifically from framebuffers, I get half a second of lag. This is done 4 times as I have three RGBA textures and one depth 32F buffer. I tried to use debugging software for the first time - RenderDoc only shows SwapBuffers() and no OGL calls, while Nvidia Nsight crashes upon execution, so neither are helpful. Without binding it runs regularly. This does not happen with non-framebuffer binds. GLFramebuffer::GLFramebuffer(FramebufferCreateInfo createInfo) { glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); textures = new GLuint[createInfo.numColorTargets]; glGenTextures(createInfo.numColorTargets, textures); GLenum *DrawBuffers = new GLenum[createInfo.numColorTargets]; for (uint32_t i = 0; i < createInfo.numColorTargets; i++) { glBindTexture(GL_TEXTURE_2D, textures[i]); GLint internalFormat; GLenum format; TranslateFormats(createInfo.colorFormats[i], format, internalFormat); // returns GL_RGBA and GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, createInfo.width, createInfo.height, 0, format, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DrawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); } if (createInfo.depthFormat != FORMAT_DEPTH_NONE) { GLenum depthFormat; switch (createInfo.depthFormat) { case FORMAT_DEPTH_16: depthFormat = GL_DEPTH_COMPONENT16; break; case FORMAT_DEPTH_24: depthFormat = GL_DEPTH_COMPONENT24; break; case FORMAT_DEPTH_32: depthFormat = GL_DEPTH_COMPONENT32; break; case FORMAT_DEPTH_24_STENCIL_8: depthFormat = GL_DEPTH24_STENCIL8; break; case FORMAT_DEPTH_32_STENCIL_8: depthFormat = GL_DEPTH32F_STENCIL8; break; } glGenTextures(1, &depthrenderbuffer); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); glTexImage2D(GL_TEXTURE_2D, 0, depthFormat, createInfo.width, createInfo.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthrenderbuffer, 0); } if (createInfo.numColorTargets > 0) glDrawBuffers(createInfo.numColorTargets, DrawBuffers); else glDrawBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "Framebuffer Incomplete\n"; glBindFramebuffer(GL_FRAMEBUFFER, 0); width = createInfo.width; height = createInfo.height; } // ... // FBO Creation FramebufferCreateInfo gbufferCI; gbufferCI.colorFormats = gbufferCFs.data(); gbufferCI.depthFormat = FORMAT_DEPTH_32; gbufferCI.numColorTargets = gbufferCFs.size(); gbufferCI.width = engine.settings.resolutionX; gbufferCI.height = engine.settings.resolutionY; gbufferCI.renderPass = nullptr; gbuffer = graphicsWrapper->CreateFramebuffer(gbufferCI); // Bind glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); // Draw here... // Bind to textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textures[2]); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); Here is an extract of my code. I can't think of anything else to include. I've really been butting my head into a wall trying to think of a reason but I can think of none and all my research yields nothing. Thanks in advance!
  7. I'm trying to get some legacy OpenGL code to run with a shader pipeline, The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information. I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent. I've got a version 330 vertex shader to somewhat work: #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine. What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++. Question: What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined? Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
  8. Hi, how are you, people who love programming, here I am again after a very long time, I returned to Blender again with my project that I had left aside for personal study, work, etc. This time I want to resort to the help of Python programming experts and GLSL in Blender Game Engine. The first question is? How to make FOG OF WAR in GLSL and Python to a RTS GAME. I am developing an RTS game in UPBGE or BGE. Only I want make a Fog of War System like the game Age of Empires. Do you remember? jajaja Ok Brothers. Everything you konw please help me. I'll be very greatful I will leave pictures of the game I am developing. Regards guys!! https://ibb.co/dyQBPv
  9. Hi i am new to this forum i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
  10. Hi everyone, I've shared my 2D Game Engine source code. It's the result of 4 years working on it (and I still continue improving features ) and I want to share with the community. You can see some videos on youtube and some demo gifs on my twitter account. This Engine has been developed as End-of-Degree Project and it is coded in Javascript, WebGL and GLSL. The engine is written from scratch. This is not a professional engine but it's for learning purposes, so anyone can review the code an learn basis about graphics, physics or game engine architecture. Source code on this GitHub repository. I'm available for a good conversation about Game Engine / Graphics Programming
  11. Hi, I posted on here a while back about rendering architecture and came away with some great information. I am planning on implementing a render queue which collects the visible objects in the scene and sorts them based on different criteria to minimise state change etc.. The thing I am currently undecided about is: what is the best way to submit my draw calls? (I am wanting to support both OpenGL and Vulkan) At the moment I have two ideas for how I can handle it. The renderable handles the rendering (i.e. It calls renderContext->BindVertexBuffer(...) etc) and setup the renderer state Pro- Each renderable is full in control of how it renders Con - Have to manually manage state The renderable pushes RenderCommands (DrawMesh, DrawMeshIndexed etc) into a CommandBuffer that gets executed by the RenderBacked at the end of the frame Pro - Stateless Con - Seems more difficult to extend with new features Pro/Con - The front end only has a subset of rendering capabilities There are more pros / cons for each, but I have listed a couple to help show my thinking.. Any one have any comments on either of these two approaches or any other approaches that are typically used? Thanks
  12. I would like to introduce the first version of my physically based camera rendering library, written in C++, called PhysiCam. Physicam is an open source OpenGL C++ library, which provides physically based camera rendering and parameters. It is based on OpenGL and designed to be used as either static library or dynamic library and can be integrated in existing applications. The following features are implemented: Physically based sensor and focal length calculation Autoexposure Manual exposure Lense distortion Bloom (influenced by ISO, Shutter Speed, Sensor type etc.) Bokeh (influenced by Aperture, Sensor type and focal length) Tonemapping You can find the repository at https://github.com/0x2A/physicam I would be happy about feedback, suggestions or contributions.
  13. Hi folks, Imagine we have 8 different light sources in our scene and want dynamic shadow map for each of them. The question is how do we generate shadow maps? Do we render the scene for each to get the depth data? If so, how about performance? Do we deal with the performance issues just by applying general methods (e.g. frustum culling)? Thanks,
  14. Currently sitting on an issue which i can't solve due to my lack of mathematical knowledge. Here is a picture i made which sums up what i'm trying to do: To put it simply: I render spheres (simple 3D meshes) into the scene on a seperate FBO by using frontface culling (so that the backside is rendered. The red part of the sphere on the screenshot.) Now, in the fragment shader i can access the depth value of the rendered pixel by using "gl_Fragcoord.z". Now what i want to do is to calculate the depth value of the front facing side of the sphere of the exact same pixel. (so that i have a min and max depth value in order to know what the start depth and end depth value of the sphere on the given pixel is.) I need those values for post processing purposes. My attempt to solve this was: pass the current vertex position into the fragment shader subtract the vertex position from the origin point (in view space) to retrieve a normal pointing from the origin to the backface point Mirror the z-component of this normal (as we are in view space) add the mirrored normal to the origin point which gives us the front facing (vertex) position of the sphere use this position to calculate the depth value like in an openGL depth buffer. (haven't done this properly.) I may or may not have an error in my shader code. (Maybe the way i multiply matrices is wrong?) Here is my current code (a bit messy but i tried to comment it.) //-------------- Vertex Shader -------------------- #version 330 layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; layout (location = 2) in vec4 color; layout (location = 3) in vec2 uv; uniform mat4 uProjectionMatrix; uniform mat4 uModelViewMatrix; out vec4 oColor; out vec2 vTexcoord; out vec4 vFragWorldPos; out vec4 vOriginWorldPos; out mat4 vProjectionMatrix; void main() { oColor = color; vTexcoord = uv; //coordinates are in view space! vec4 tFragWorldPos = (uModelViewMatrix * vec4(position,1.0)); vec4 tOriginWorldPos = (uModelViewMatrix * vec4(0.0,0.0,0.0,1.0)); vFragWorldPos = (uModelViewMatrix * vec4(position,1.0)); vOriginWorldPos = (uModelViewMatrix * vec4(0.0,0.0,0.0,1.0)); gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(position,1.0); //send projection matrix to the fragment shader vProjectionMatrix = uProjectionMatrix; } //---------------- Fragment Shader -------------- #version 330 in vec4 oColor; in vec2 vTexcoord; out vec4 outputF; in vec4 gl_FragCoord; uniform sampler2D sGeometryDepth; in vec4 gl_FragCoord; in vec4 vFragWorldPos; in vec4 vOriginWorldPos; in mat4 vProjectionMatrix; void main() { //get texture coordinates of the screenspace depthbuffer vec2 relativeTexCoord = vec2(gl_FragCoord.x,gl_FragCoord.y); relativeTexCoord = relativeTexCoord-0.5+1.0; relativeTexCoord.x = relativeTexCoord.x/1280.0; relativeTexCoord.y = relativeTexCoord.y/720.0; //depth float backDepth = gl_FragCoord.z;//back depth float geometryDepth = texture2D(sGeometryDepth,relativeTexCoord).r;//geometry depth //--------------- Calculation of front depth--------------- //get distance from origin to the fragment (normal in viewspace) vec3 offsetNormal = (vFragWorldPos/vFragWorldPos.w).xyz-(vOriginWorldPos/vOriginWorldPos.w).xyz; //mirror depth normal (z) offsetNormal.z*=-1.0; //add normal to origin point in order to get the mirrored coordinate point of the sphere vec4 sphereMirrorPos = vOriginWorldPos; sphereMirrorPos.xyz += offsetNormal.xyz; //apply perspective calculation vec4 projectedMirrorPos = vProjectionMatrix * sphereMirrorPos; projectedMirrorPos/=projectedMirrorPos.w; //TODO: CALCULATE PROPERLY float frontDepth = projectedMirrorPos.z * 0.5 + 0.5; // no idea what do do here further //want to color only the pixels where the scene depth (provided by a screen space texture which is a depthbuffer of a different FBO) //is exactly in between the min/max depth values of the sphere if(backDepth>geometryDepth && frontDepth<geometryDepth){ outputF = vec4(1.0,1.0,1.0,1.0); }else{ discard; } } I suspect that maybe transforming the coordinates into viewspace in the vertex shader (and working with those coordinates) may be an issue. (No idea where/when to divide by "W" for example.) Also i'm currently stuck at the part where i have to calculate the depth values in the same range as the OpenGL depth buffer in order to compare them in the if statement shown at the end of the fragment shader. Hints/help would be greatly appreciated.
  15. I spent a ton of time over the past several months looking for a decent IDE around which to start seriously expanding my shader code ecosystem. Since I have quite a few custom bindings, I can't use a standalone suite out of the box, but require something that is strongly typed while also being able to leverage dynamic shared code. I want to stress that I'm NOT looking for a complete build/debug solution - just the editor/IDE portion so I can write shaders while expanding my codebase independently. For months I thought there was nothing that would suit my needs since any extensions that deal with shading languages seem to be limited mostly to syntax hilighting. But I wanted so much more. Finally, lo and behold, I there was an answer to my call. Well, sorta. Although in all honesty it's actually a surprisingly good answer from my perspective. Thing is, it comes with a hefty caveat. For the non-TL;DR crowd - here's what I want: Enter Visual Studio Code with the C/C++ extension. Thanks to the similarity of GLSL to C, it can actually do ALL of the above (except for the first point, obviously), and the whole thing is free. Here's some more words to set up the scene: The offending construct is uniform blocks. Take the following piece of code in GLSL: layout(std140, binding = 0) uniform _uniblock { my_struct _struct; }; In GLSL, _struct is treated like a global. There are no namespaces or other scope-related concepts that would allow me to "extract" _struct from _uniblock. In fact, as far as I know, the uniform block is purely syntactic from a code-writing point of view and from a logical standpoint pretty much does not exist. This is an issue, because I want the C++ intellisense to treat _struct like a global, so I don't lose suggestions when I try to access its members. Now, to hilight the type of connivery I'm employing - in order to deal with the layout qualifier part, I'm resolving it through the following macro: #define layout(arg) struct { int arg; }; As another example, in order to resolve something like: precision highp float; I'm defining the offending keywords and qualifiers as: #define highp #define precision typedef Oh, and "uniform" is defined as: #define uniform const Of course this isn't valid code - but it's not supposed to be. After the replacement, vscode thinks it's valid and consequently doesn't complain. Which is exactly what I want so long as I don't make a mistake while writing the shader. Now I want to apply the same kind of logic to the uniform block problem to get rid of the implicit scope as invisibly as possible. Basically anything goes - macros, typedefs, type obfuscation via templates, and - if all else fails - modifying the GLSL syntax using the preprocessor as long as the resulting code will compile without any additional modifications. Ideas? PS - I hope my description was in the very least marginally clear
  16. OpenGL 4.6 Released

    The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders. SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations. OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification: GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions: GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“ The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang. Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named: GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php Industry Support for OpenGL 4.6 “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA. "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.
  17. OpenGL 4.6 Released

    The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders. SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations. OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification: GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions: GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“ The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang. Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named: GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php Industry Support for OpenGL 4.6 “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA. "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects. View full story
  18. https://www.khronos.org/news/press/khronos-releases-opengl-4.6-with-spir-v-support
  19. Hi there, I posted this to be resolved in SDL forums so Im gonna left here the link to original discussion https://discourse.libsdl.org/t/sdl-gl-swapwindow-is-not-working-for-me/22863 I don't want duplicate posts but I want reach the most people I be able to. Tell me If you think this is bad habits so I won't do again in advance. Thanks!
  20. Hi, I started to learn OpenGL about 3 months ago and I've been working on a game engine which uses tools from Riemannian geometry to display curved spaces. Here is a link to a video. (It has a lot to improve yet.) I'm a mathematician but I would like to work in the game industry in a programmer role and I'm making this engine to build my portfolio. I would appreciate some feedback and opinions about the engine, how "convincing" it is as a portfolio, and also some advice about the game industry. Thanks a lot!
  21. Question regarding planet LOD

    So it's been a while since I took a break from my whole creating a planet in DX11. Last time around I got stuck on fixing a nice LOD. A week back or so I got help to find this: https://github.com/sp4cerat/Planet-LOD In general this is what I'm trying to recreate in DX11, he that made that planet LOD uses OpenGL but that is a minor issue and something I can solve. But I have a question regarding the code He gets the position using this row vec4d pos = b.var.vec4d["position"]; Which is then used further down when he sends the variable "center" into the drawing function: if (pos.len() < 1) pos.norm(); world::draw(vec3d(pos.x, pos.y, pos.z)); Inside the draw function this happens: draw_recursive(p3[0], p3[1], p3[2], center); Basically the 3 vertices of the triangle and the center of details that he sent as a parameter earlier: vec3d(pos.x, pos.y, pos.z) Now onto my real question, he does vec3d edge_center[3] = { (p1 + p2) / 2, (p2 + p3) / 2, (p3 + p1) / 2 }; to get the edge center of each edge, nothing weird there. But this is used later on with: vec3d d = center + edge_center[i]; edge_test[i] = d.len() > ratio_size; edge_test is then used to evaluate if there should be a triangle drawn or if it should be split up into 3 new triangles instead. Why is it working for him? shouldn't it be like center - edge_center or something like that? Why adding them togheter? I asume here that the center is the center of details for the LOD. the position of the camera if stood on the ground of the planet and not up int he air like it is now. Full code can be seen here: https://github.com/sp4cerat/Planet-LOD/blob/master/src.simple/Main.cpp If anyone would like to take a look and try to help me understand this code I would love this person. I'm running out of ideas on how to solve this in my own head, most likely twisted it one time to many up in my head Thanks in advance Toastmastern
  22. I googled around but are unable to find source code or details of implementation. What keywords should I search for this topic? Things I would like to know: A. How to ensure that partially covered pixels are rasterized? Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved. But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty? B. A-buffer like bitmask needs a read-modiry-write operation. How to ensure proper synchronizations in GLSL? GLSL seems to only allow int32 atomics on image. C. Is there some simple ways to estimate coverage on-the-fly? In case I am to draw 2D shapes onto an exisitng target: 1. A multi-pass whatever-buffer seems overkill. 2. Multisampling could cost a lot memory though all I need is better coverage. Besides, I have to blit twice, if draw target is not multisampled.
  23. HelloI am working on a recent project and I have been learning how to code in C# using OpenGL libraries for some graphics. I have achieved some quite interesting things using TAO Framework writing in Console Applications, creating a GLUT Window. But my problem now is that I need to incorporate the Graphics in a Windows Form so I can relate the objects that I render with some .NET Controls.To deal with this problem, I have seen in some forums that it's better to use OpenTK instead of TAO Framework, so I can use the glControl that OpenTK libraries offer. However, I haven't found complete articles, tutorials or source codes that help using the glControl or that may insert me into de OpenTK functions. Would somebody please share in this forum some links or files where I can find good documentation about this topic? Or may I use another library different of OpenTK?Thanks!
  24. Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions. In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding). My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster. Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
  25. I'm trying to get OpenGL set up with Dev C++ and it's not going so well... I get this error when I try to compile. 50 C:\Dev-Cpp\include\GL\glut.h redeclaration of C++ built-in type `wchar_t' From when I can gather I'm not the only 1 w\ this problem. This problem is the standard is there can not be two identical type defs. The reason this isn't a show stopper is VC++ isn't standards compliant, it just lets anything fly. So all VC++ users are fine, don't ever know this conflict exists. But the rest of us using standards compliant compilers such as Dev C++'s MinGW or what ever they call it... any way no 1 i have found so far has figured a solution, PLZ HELP!