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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. 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.
  3. 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.
  4. Hi! I implemented front 2 back peeling algorithm same as in NVIDIA demo in my engine. For the one transparent object it work fine, but if camera show two transparent objects simultaneously the second object become brighter on the area of cross of this objects. It's happens when blending peeling result. Probably I need to draw each transparent object separately and then blending? p.s. GL state on peeling blending: GL_DEPTH_TEST = OFF GL_BLEND = ON glBlendEquation(GL_FUNC_ADD); glBlendFuncSeparate(GL_DST_ALPHA, GL_ONE, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); Thank you for the help.
  5. 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
  6. 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.
  7. 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?
  8. 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!
  9. 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
  10. Hello, i would to have a simple deferred shader with many light source code. I have read many tutorials but I could not understand. I would like a tutorial that I could use as many lights as I want without declaring a constant with the amount of lights. without I would like this effect (but without physical): Thank
  11. Hi gamedev ! I'm facing a really strange performance issue occurring during the first seconds of my app. When launching the app, three scenarios: Some erratic frames at the very beginning, then 70+fps. Some erratic frames at the very beginning, then ~12fps, then, after a few seconds, BAM, 70+fps. Some erratic frames at the very beginning, then stuck at ~12fps. Camera is static, so is the scene. I used nsight to try figure out what's happening, especially in case 2 where I can see what are the differences. When it's rendering at ~12fps, some glDrawRangeElementsBaseVertex/glDrawArrays calls takes a lot of time, some SwapBuffers calls too, and after switching to "cruise speed", those calls are taking a more moderate amount of time: Here is a capture of a nsight session timeline: 1->erratic framerate at the beginning 2->KICKSTART ! 3->stable and high framerate Memory usage is the same in all cases. CPU Usage is a bit higher when stuck at ~12fps, but nothing remarkable. My scene is really simple (only a few cubes), but I use a lot of post process (SSAO, SSR). Reducing the framebuffer size to a smaller one doesn't change anything (although top speed is faster). I also tried to disable all my post process, issue is still there but case 1 is the most common. it is really similar to what's described in this post, although I'm not using vsync at all (double checked code, and also forced vsync off with the nvidia control panel) nor SDL. https://www.opengl.org/discussion_bo...-slow-on-start I also tried to put some glFlush()/glFinish() here and there in my code, without success. A few specifications: OS: Windows 7 CPU: Core I7 6700 GPU: Nvidia 560Ti Drivers: 385.41 I'm stuck with this issue for months now, it's driving me crazy Thanks for any help/advice/question/test to make
  12. FINALLY, upgrading my engine to openGL 4. I was having some trouble so I started with a stripped down application and was wondering if VAO's are required, because I have a sample working, but if I remove the VAO then it doesn't seem to like drawing my triangle.
  13. Hello all, I have been implementing Gerstner Waves in my engine and i have encountered a problem that as kept me from moving on. The positions are being computed correctly but the computed normals (using equation 12 in this paperhttps://developer.nvidia.com/gpugems/GPUGems/gpugems_ch01.html) do not seem to be correctly interpolating in the fragment shader. Here is the code in the vertex shader: // Normal for(int i = 0; i < nGerstnerWaves; i++) { float WA = waveFrequency[i] * waveAmplitude[i]; float waveNormal = waveFrequency[i] * dot(waveDirection[i], totalPosition.xz) + (wavePhaseConstant[i] * timeStep); totalNormal.x += waveDirection[i].x * WA * cos(waveNormal); totalNormal.y += waveCrest[i] * WA * sin(waveNormal); totalNormal.z += waveDirection[i].y * WA * cos(waveNormal); } totalNormal.x = -totalNormal.x; totalNormal.y = 1 - totalNormal.y; totalNormal.z = -totalNormal.z; totalNormal = normalize(totalNormal); And the Wave parameters are these (just one wave for now) "amplitude": 1.5, "direction": [1.0, 0.0], "steepness": 0.8, "speed": 0.9, "length": 10.0} In the fragment shader this normal is again normalized. And heres two quick videos of the issue: https://youtu.be/AuZryRo6jdo https://youtu.be/U03243xIgh4 Thank you in advance, and anything else you need just ask André
  14. 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
  15. I'm curious as to how one calculates position coordinates for the terrain; specifically the height coordinates. My understanding of Terrain generation with height maps is iterating through the heightmap and retrieving pixel data. The pixel data, depending on its greyscale color (white or black), will determine its height. However, I'm unsure of the practical implementation of this, specifically the equation used to convert pixel data to new height coordinates. In addition to the Y coordinates, how do I determine the values in the X and Z plane. Do I just pick a range of values (ex. [-30, 30]) in X and Z? Lastly, I'm sure indices will have to be used in order to make an efficient program. My prior experience with Index is manually entering values for simple geometric shapes (Cubes and triangles). This seems more involved than before. I was wondering if there exists an algorithm that handles indices when dealing with terrain.
  16. 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!
  17. How many VAOs are allowed to be bound to OpenGL at one time. I'm asking this because I recently saw code that looked like the following while(running){ bindVAO1 // Cube with lighting draw bindVAO2 // Cube draw } When I ran the program, both rendered without problems. My previous understanding was that OpenGL was restricted to one VAO at a time (Being a state machine). I originally expected to be some flickering between the two VAOs, as glDrawArray wouldn't have the other VAO binding to it for drawing. So how many VAO does OpenGL allow? Does glDrawArray keep track of previous renderings of objects?
  18. 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
  19. 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.
  20. 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
  21. 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?
  22. 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.
  23. 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
  24. 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.
  25. 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