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  • ズ매곡동출장마사지 << ㅇ①ㅇ / ②⑧ⓞ④ / 3885 >>ス시원빠끈 신속후불선입금 NO 매곡동출장마사지
  • セ진천동출장마사지 < 0!0=2⑦1⑥=!8②⑧ >ズ빠끈신속 정확선입금 NO24시간 진천동출장마사지
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  • 선릉역안마 ゥェ1ゥェ。ィ.2816_〃2526 윤실장 ω환상의코스ω24Open #선릉역안마윤실장 선릉역안마연예인급사이즈 선릉역안마아가씨 #선릉역안마실장 선릉역안마정보 선릉역안마안내
  • Exploring Level Design
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  1. Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on. Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page: For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note! So, here's what the plan is so far as far as loading goes: Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either: Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once. The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders. So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with? With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!
  2. Before using void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness.
  3. I've had a Google around for this but haven't yet found some solid advice. There is a lot of "it depends", but I'm not sure on what. My question is what's a good rule of thumb to follow when it comes to creating/using VBOs & VAOs? As in, when should I use multiple or when should I not? My understanding so far is that if I need a new VBO, then I need a new VAO. So when it comes to rendering multiple objects I can either: * make lots of VAO/VBO pairs and flip through them to render different objects, or * make one big VBO and jump around its memory to render different objects. I also understand that if I need to render objects with different vertex attributes, then a new VAO is necessary in this case. If that "it depends" really is quite variable, what's best for a beginner with OpenGL, assuming that better approaches can be learnt later with better understanding?
  4. Both functions are available since 3.0, and I'm currently using `glMapBuffer()`, which works fine. But, I was wondering if anyone has experienced advantage in using `glMapBufferRange()`, which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance? Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
  5. hi guys, are there any books, link online or any other resources that discusses on how to build special effects such as magic, lightning, etc. in OpenGL? i mean, yeah most of them are using particles but im looking for resources specifically on how to manipulate the particles to look like an effect that can be use for games,. i did fire particle before, and I want to learn how to do the other 'magic' as well. Like are there one book or link(cant find in google) that atleast featured how to make different particle effects in OpenGL (or DirectX)? If there is no one stop shop for it, maybe ill just look for some tips on how to make a particle engine that is flexible enough to enable me to design different effects/magic let me know if you guys have recommendations. Thank you in advance!
  6. Hello all, On my Windows 7 x64 machine I wrote the code below on VS 2017 and ran it. #include <glad/glad.h> #include <GLFW/glfw3.h> #include <std_lib_facilities_4.h> using namespace std; void framebuffer_size_callback(GLFWwindow* window , int width, int height) { glViewport(0, 0, width, height); } //****************************** void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //********************************* int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } glViewport(0, 0, 600, 480); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); while (!glfwWindowShouldClose(window)) { processInput(window); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } The result should be a fixed dark green-blueish color as the end of here. But the color of my window turns from black to green-blueish repeatedly in high speed! I thought it might be a problem with my Graphics card driver but I've updated it and it's: NVIDIA GeForce GTX 750 Ti. What is the problem and how to solve it please?
  7. I making my coding my own os\game console from scratch and I would like to access the gpu to draw gfx? how would I do it using c\c++\asm?
  8. Hello all, I've got two good resources for starting OpenGL both using the C++ language: https://learnopengl.com/ and OpenGL Programming Guide 9th Edition The former starts teaching by OpenGL ver 3.3 and the latter by 4.5 while both call themselves teaching "modern OpenGL"!! At the time being I'm reading both. But I wanted to ask you that while there is distance between 3.3 and 4.5 first which one is correct to be called modern? And which one is better for starting as a beginner? Thanks.
  9. Hi there, In my engine, the window in z-space to be culled by GL is very thin. Sprites have to be set at 1-5 units from the camera for not be culled, closer or farther than that won't be rendered. Camera is orthographic with 0.1 near plane and 100 far. Please, give me some hint of what's going on. Thanks in advance.
  10. I have this code below. Notice at the bottom the last line is the warp pointer function. This moves the mouse where you want it. The function as a whole moves a fps camera around like in a fps game. The only thing is that when i reach the edge of my screen and the mouse moves out of the program, it stops rotating around. I tried to center the cursor to the screen with warppointer but then it stays stuck when you try to rotate the view around. I kinda see why...but I was wondering if there was some code someone could give to solve my problem or modify this to work. bool firstMouse = true; GLfloat yaw = -90.0f; GLfloat pitch = 0.0f; GLfloat lastx = 800.0f / 2.0f; GLfloat lasty = 600.0f / 2.0f; ... void MyGLCanvas::onMouseMove(wxMouseEvent& event) { if (firstMouse) { lastx = event.GetX(); lasty = event.GetY(); firstMouse = false; } GLfloat offsetx = event.GetX() - lastx; GLfloat offsety = lasty - event.GetY(); lastx = event.GetX(); lasty = event.GetY(); GLfloat sens = 0.1f; offsetx *= sens; offsety *= sens; yaw += offsetx; pitch += offsety; if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; glm::vec3 front; front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); front.y = sin(glm::radians(pitch)); front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); aCam->cameraAt = glm::normalize(front); parentFrame->WarpPointer(lastx, lasty); }
  11. Hey guys, I need your help again if somebody here would kindly help me out. I recently loaded my very first terrain using a heightmap image for the first time. It worked great! However, I noticed some strange line segments that are being drawn from the top of the terrain stretching all the way down to the very bottom. I will post images of this below so you could see what I mean, I will also link you the resource I used to generate my terrain (which is really just 1 YouTube video) here: https://www.youtube.com/watch?v=pAHzHcUXsYA I'd be very thankful if somebody could review the code with me and help me identify the problem... Oddly enough, the person in the YouTube video seemed to have had a very similar (if not the exact same) problem I am having at 18:38 but he fixed it by adding one simple thing which I also added but didn't do the trick for me Also he is using the fixed function pipeline to demonstrate the technique, I am using the programmable pipeline for better performance. Anyway, here is the result of my terrain: The unwanted line segments: As you can see, I also have grass (very awful looking grass too :p) on top of my terrain while playing around with the geometry shader the other day. Here is how I am loading the heightmap, and here is where I believe the problem lies: void TerrainLoader::LoadHeightmapImage(const char* file) { // Load the bitmap m_pImage = SDL_LoadBMP(file); Uint32 Pixel = 0; // Check for errors if (m_pImage == nullptr) { std::cerr << "error: Heightmap image could not be loaded.\n"; return; } // Get bitmap's width and height m_HeightmapHeight = m_pImage->h; m_HeightmapWidth = m_pImage->w; // Read the bitmap (stores in this 2D STL vector of floats: vector<vector<float> > m_vHeights;) std::vector<float> tmp; for (int i = 0; i < m_HeightmapHeight; ++i) { for (int j = 0; j < m_HeightmapWidth; ++j) { Pixel = ((Uint32*)m_pImage->pixels)[i * m_pImage->pitch / 4 + j]; unsigned char r, g, b; SDL_GetRGB(Pixel, m_pImage->format, &r, &g, &b); tmp.push_back((float)r / 255.0); } m_vHeights.push_back(tmp); tmp.clear(); } SDL_FreeSurface(m_pImage); float h = 0.4f, terrainSize = 0.005f; std::vector<glm::vec3> Vertices; std::vector<glm::vec2> Textures; for (int i = 0; i < m_vHeights.size() - 1; ++i) { for (int j = 0; j < m_vHeights.size() - 1; ++j) { // Put the vertices and texture coordinates in their respective buffers Textures.push_back(glm::vec2(0.0f, 0.0f)); Vertices.push_back(glm::vec3(i * terrainSize, m_vHeights[i][j] * h, j * terrainSize)); Textures.push_back(glm::vec2(1.0f, 0.0f)); Vertices.push_back(glm::vec3((i + 1) * terrainSize, m_vHeights[i + 1][j] * h, j * terrainSize)); Textures.push_back(glm::vec2(1.0f, 1.0f)); Vertices.push_back(glm::vec3(i * terrainSize, m_vHeights[i][j + 1] * h, (j + 1) * terrainSize)); Textures.push_back(glm::vec2(0.0f, 1.0f)); Vertices.push_back(glm::vec3((i + 1) * terrainSize, m_vHeights[i + 1][j + 1] * h, (j + 1) * terrainSize)); } } // Send the data to the GPU glGenVertexArrays(1, &m_VAO); glBindVertexArray(m_VAO); glGenBuffers(1, &m_VBO[0]); glBindBuffer(GL_ARRAY_BUFFER, m_VBO[0]); glBufferData(GL_ARRAY_BUFFER, Vertices.size() * sizeof(glm::vec3), &Vertices[0], GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glGenBuffers(1, &m_VBO[1]); glBindBuffer(GL_ARRAY_BUFFER, m_VBO[1]); glBufferData(GL_ARRAY_BUFFER, Textures.size() * sizeof(glm::vec2), &Textures[0], GL_STATIC_DRAW); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // This concludes the function } Then, this is how I'm simply drawing the terrain to the scene: void TerrainLoader::Draw() { glBindVertexArray(m_VAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, (m_HeightmapWidth - 1) * (m_HeightmapHeight - 1) * 4); } Alright, I hope that's enough information for someone to help me figure out the issue with this... Thank you very much for taking the time to read my thread, I really appreciate it! Enjoy your day!
  12. Hello all, I set up Visual Studio 2017 for OpenGL and ran this and this codes successfully. I get these linker errors when compiling the following code: #include <iostream> using namespace std; #include "vgl.h" #include "LoadShaders.h" enum VAO_IDs { Triangles, NumVAOs }; enum Buffer_IDs { ArrayBuffer, NumBuffers }; enum Attrib_IDs { vPosition = 0 }; GLuint VAOs[NumVAOs]; GLuint Buffers[NumBuffers]; const GLuint NumVertices = 6; //-------------------------------------------------------------------- // // init // void init(void) { static const GLfloat vertices[NumVertices][2] = { { -0.90, -0.90 }, // Triangle 1 { 0.85, -0.90 }, { -0.90, 0.85 }, { 0.90, -0.85 }, // Triangle 2 { 0.90, 0.90 }, { -0.85, 0.90 } }; glCreateBuffers(NumBuffers, Buffers); glNamedBufferStorage(Buffers[ArrayBuffer], sizeof(vertices), vertices, 0); ShaderInfo shaders[] = { { GL_VERTEX_SHADER, "triangles.vert" }, { GL_FRAGMENT_SHADER, "triangles.frag" }, { GL_NONE, NULL } }; GLuint program = LoadShaders(shaders); glUseProgram(program); glGenVertexArrays(NumVAOs, VAOs); glBindVertexArray(VAOs[Triangles]); glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]); glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); glEnableVertexAttribArray(vPosition); } //-------------------------------------------------------------------- // // display // void display(void) { static const float black[] = { 0.0f, 0.0f, 0.0f, 0.0f }; glClearBufferfv(GL_COLOR, 0, black); glBindVertexArray(VAOs[Triangles]); glDrawArrays(GL_TRIANGLES, 0, NumVertices); } //-------------------------------------------------------------------- // // main // int main(int argc, char** argv) { glfwInit(); GLFWwindow* window = glfwCreateWindow(640, 480, "Triangles", NULL, NULL); glfwMakeContextCurrent(window); gl3wInit(); init(); while (!glfwWindowShouldClose(window)) { display(); glfwSwapBuffers(window); glfwPollEvents(); } glfwDestroyWindow(window); glfwTerminate(); } Is there any way to solve this issue?
  13. This question isn't as much about how to do stuff as it is about how to find existing tutorials on doing this stuff. I just can't seem to find the right search terms. I want to understand and do stuff like this: https://www.shadertoy.com/view/4ldGz4 Or this: https://www.shadertoy.com/view/4lsczM Is there a name for that? What techniques will I need? I understand that a fragment shader takes pixel coordinates and returns the color of that pixel. Basically, if I need to draw a 3D scene, I need to implement a basic 3D engine and a rasterizer - all in the fragment shader?
  14. Plz forgive me about my poor english. I'm new to OpenGL dev and this forums. I followed the OpenGL tutorial from learnopengl, after finished the camera and model loading part, I wonder if I can do more about camera. I try to code a camera behavior that fix the view to a model, be more clear, like some games that you can fix the view to the enemy object, and while you walk around the view of camera still stick to the enemy object. ( plz forgive my poor english ) I don't know the proper way to do that. My first thought is that If I need to bind camera view to an object, I need to know the location in the world coordinate of that object, then I can move the camera to see it. I tried using raycasting picking to pick the object I loaded, but it is just that, I don't know what to do next. Could you guys tell me the way to do so? Some links of similar staff are great as well. Thanks.
  15. Hello i recently started to tackle the various mesh decimation & simplification algorithms, mostly from Hoppe & Melax. The algorithms in question are the Quadric error metrics mesh simplification & the Progressive mesh simplification. I found a few good github starting points (VTK, hoppe's & melax's githubs etc.) to try and test the various implementations but i run into some problems:1. I tried to simplify a few of mine and a few of the provided (inside the code base) meshes and i noticed that not all meshes survive the same simplification. For example a 400 vertices robot mesh can be simplified down do 10-20 (or about 3-7% of the src vertices) vertices without any problem no missing faces or huge topology distortion, yet an Eagle mesh with 3000 vertices can be just simplified to 1900-2000 (or about ~60-70% of the src vertices) vertices before i start noticing that the mesh starts to lose faces (which leads to a mesh with quite noticeable number of holes). And that is something i noticed with quite a few models (be it mine or the provided). I would like to know what is the actual cause which stops / prohibits some meshes from being simplified as much as others. I am probably asking a quite stupid or obvious question 2. Even if the simplification was perfect i still have difficulty figuring out how would i preserve the vertex appearance (uv coord, tangents, normals etc.) I read a few papers - one in particular from Hoppe - New Quadric Metric for Simplifying Meshes with Appearance Attributes. But did not find any real world examples or at least snippets of code to give me a better grasp of the technique Furthermore what has been bugging me lately is more about techniques to dynamically render different LOD levels when walking over a large terrain mesh (non regular grid - NOT generated from a height map, noise, 2D data, etc. so clipmapping techniques and alike go to the bin). I will give you a CS:GO analogy or Take League of Legends as it seems a more appropriate example here, i am not sure if they are doing that exact thing, but presume that their maps are mostly hand crafted, all trees, boxes, walls buildings which are not interactive, destructible or static are probably embedded and modeled along with the rest of the map & terrain. This can potentially allow for fewer draw calls, and much richer environment. But then again how would one optimize such a huge rendering step, where the entire model of the map / terrain may consist of at least 400-500k triangles at bestOr is it just a flat plane, with everything else rendered as a separate entity on top (instancing where possible, although given that most objects are quite unique and not very many instancing will be limited) ?
  16. Hi again, thanks to the good advise from the guys on this thread https://www.gamedev.net/forums/topic/692174-opengl-2d-gui-system-question/?tab=comments#comment-5356606 thanks guys! I have my basic 2D GUI working now, buttons, windows/dialogs and sliders are working, now i want to port my scrollbox, listview controls to OpenGL, unfortunately i dont have an idea on how 'clipping' a rendered object works, in 2D canvas such as in 2D SDL or javascript canvas, what i did is for example on listview/listbox control, i draw all items in an offscreen canvas, and just Blit copy the visible area to screen based on the amount it was scrolled. Since i dont think OpenGL has the BlitBlk style of partial rendering a texture/canvas, how should i approach implementing a control such as listview control? Background, i want a 2D GUI control where there will be items inside (like a listview) that hides/clip when scrolled based on scroll value, any tips on how to do this on OpenGL?
  17. Hi can anyone give me hint how to write a shader for making an animation of a transparent sweep means a line moving about 180 degree on the screen the line.
  18. I'm working on a voxel engine using Libgdx and I've been reading that using vertex buffering will increase my performance dramatically. I understand it to be packaging up all of the renderables into one object and sending that to the GPU as opposed to making thousands of draw calls individually. This sound really convenient, but I can't seem to wrap my head around it. I've looked at the wiki but still don't really know how this would be implemented. Edit: From further reading, what I think I want to do is convert a list of modelInstances into a mesh? Is that correct? If so, how do I go about doing that?
  19. When I create a Texture Array using glTexImage3D() (instead of glTexStorage3D()), am I supposed to call it for every texture in the array, or call it just once? glGenTextures(1, textureID); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, textureID); //Configure the details of this texture object. glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, (mipmapLevels - 1)); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, /* blah */); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, /* blah */); //Allocate every texture in the array. for(GLint arrayIndex = 0; arrayIndex < this->details.textureLayers; ++arrayIndex) { //Allocate the texture on the GPU, with uninitialized data. glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* mipmapLevel */, format, width, height, arrayIndex, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); }
  20. I assumed that if a shader is computationally expensive then the execution is just slower. But running the following GLSL FS instead just crashes void main() { float x = 0; float y = 0; int sum = 0; for (float x = 0; x < 10; x += 0.00005) { for (float y = 0; y < 10; y += 0.00005) { sum++; } } fragColor = vec4(1, 1, 1 , 1.0); } with unhandled exception in nvoglv32.dll. Are there any hard limits on the number of steps/time that a shader can take before it is shut down? I was thinking about implementing some time intensive computation in shaders where it would take on the order of seconds to compute a frame, is that possible? Thanks.
  21. There are studios selling applications which is just copying any 3Dgraphic content and regenerating into another new window. especially for CAVE Virtual reality experience. so that the user opens REvite or CAD or any other 3D applications and opens a model. then when the user selects the rendered window the VR application copies the 3D model information from the OpenGL window. I got the clue that the VR application replaces the windows opengl32.dll file. how this is possible ... how can we copy the 3d content from the current OpenGL window. anyone, please help me .. how to go further... to create an application like VR CAVE. Thanks
  22. hi all, i am trying to build an OpenGL 2D GUI system, (yeah yeah, i know i should not be re inventing the wheel, but this is for educational and some other purpose only), i have built GUI system before using 2D systems such as that of HTML/JS canvas, but in 2D system, i can directly match a mouse coordinates to the actual graphic coordinates with additional computation for screen size/ratio/scale ofcourse. now i want to port it to OpenGL, i know that to render a 2D object in OpenGL we specify coordiantes in Clip space or use the orthographic projection, now heres what i need help about. 1. what is the right way of rendering the GUI? is it thru drawing in clip space or switching to ortho projection? 2. from screen coordinates (top left is 0,0 nd bottom right is width height), how can i map the mouse coordinates to OpenGL 2D so that mouse events such as button click works? In consideration ofcourse to the current screen/size dimension. 3. when let say if the screen size/dimension is different, how to handle this? in my previous javascript 2D engine using canvas, i just have my working coordinates and then just perform the bitblk or copying my working canvas to screen canvas and scale the mouse coordinates from there, in OpenGL how to work on a multiple screen sizes (more like an OpenGL ES question). lastly, if you guys know any books, resources, links or tutorials that handle or discuss this, i found one with marekknows opengl game engine website but its not free, Just let me know. Did not have any luck finding resource in google for writing our own OpenGL GUI framework. IF there are no any available online, just let me know, what things do i need to look into for OpenGL and i will study them one by one to make it work. thank you, and looking forward to positive replies.
  23. I have a few beginner questions about tesselation that I really have no clue. The opengl wiki doesn't seem to talk anything about the details. What is the relationship between TCS layout out and TES layout in? How does the tesselator know how control points are organized? e.g. If TES input requests triangles, but TCS can output N vertices. What happens in this case? In this article, http://www.informit.com/articles/article.aspx?p=2120983 the isoline example TCS out=4, but TES in=isoline. And gl_TessCoord is only a single one. So which ones are the control points? How are tesselator building primitives?
  24. I've been developing a 2D Engine using SFML + ImGui. Here you can see an image The editor is rendered using ImGui and the scene window is a sf::RenderTexture where I draw the GameObjects and then is converted to ImGui::Image to render it in the editor. Now I need to create a 3D Engine during this year in my Bachelor Degree but using SDL2 + ImGui and I want to recreate what I did with the 2D Engine. I've managed to render the editor like I did in the 2D Engine using this example that comes with ImGui. 3D Editor preview But I don't know how to create an equivalent of sf::RenderTexture in SDL2, so I can draw the 3D scene there and convert it to ImGui::Image to show it in the editor. If you can provide code will be better. And if you want me to provide any specific code tell me. Thanks!
  25. Hi I'm new to learning OpenGL and still learning C. I'm using SDL2, glew, OpenGL 3.3, linmath and stb_image. I started following through learnopengl.com and got through it until I had to load models. The problem is, it uses Assimp for loading models. Assimp is C++ and uses things I don't want in my program (boost for example) and C support doesn't seem that good. Things like glVertexAttribPointer and shaders are still confusing to me, but I have to start somewhere right? I can't seem to find any good loading/rendering tutorials or source code that is simple to use and easy to understand. I have tried this for over a week by myself, searching for solutions but so far no luck. With tinyobjloader-c and project that uses it, FantasyGolfSimulator, I was able to actually load the model with plain color (always the same color no matter what I do) on screen and move it around, but cannot figure out how to use textures or use its multiple textures with it. I don't ask much: I just want to load models with textures in them, maybe have lights affect them (directional spotlight etc). Also, some models have multiple parts and multiple textures in them, how can I handle those? Are there solutions anywhere? Thank you for your time. Sorry if this is a bit confusing, English isn't my native language