glcore | dependency OpenGL support library | Graphics library
kandi X-RAY | glcore Summary
kandi X-RAY | glcore Summary
No-dependency OpenGL support library, which abstracts the processes of creating buffers and shaders.
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QUESTION
I need to use OpenGL in my code. I am using CMake in order to search opengl in my system like this :
...ANSWER
Answered 2019-Apr-09 at 08:36First and foremost: Don't mess with any symlinks or libraries installed on your system by the package manager or the NVidia driver installer! If you did, you better return it to the state you found things.
So what's missing are the OpenGL headers, not the libraries. Those use(d) to come with the NVidia driver installer, but if you use your systems package manager, they will be split into a different package.
Technically you could just copy the headers from the OpenGL registry into your project. But usually folks go with installing the default system package that ships the headers.
In case of Debian and Ubuntu that'd be the mesa-common-dev
package. Never mind that it's the Mesa package, the headers are the same (functionally).
QUESTION
I installed Qt5.7 including the Qtcreator using the installation tool "qt-unified-linux-x64-3.0.5-online.run" into the folder /usr/local/Qt
When I run qtcreator in verbose mode (export QT_DEBUG_PLUGINS=1), I get the following output:
...ANSWER
Answered 2019-Jan-21 at 09:42The solution for me was to explictly point to the correct shared libraries using: LD_LIBRARY_PATH=/usr/lib/x86_64-linux-gnu/ qtcreator
QUESTION
I am trying to add multiple sub shaders to one shader. One SubShader is just the standard Unity surface shader, and the second SubShader is a transparent outline that I have modified from somewhere I found online. Here is the code that I have so far:
...ANSWER
Answered 2018-Dec-08 at 19:13I had the exact same problem. I fixed it by moving my pass in the second subshader into the first subshader, just below the first pass, and deleting my second subshader.
I'm pretty new to Unity, but I think it's because Unity only loads one subshader. It's likely that different subshaders are designed to give you the flexibility to handle different situations or platforms, but only one will be active at a time. Try putting both passes into the same subshader and see if that fixes your problem.
QUESTION
I'm facing a strange issue when trying to add a QMainWindow
to a QGraphicsScene
. For all intents and purposes, please do not recommend me to use the QMdiArea
as the alternative, because that distracts away from the actual issue I am having and it does not fit my needs.
Here is the minimal example that exemplifies 2 key issues, both of which I believe to possibly be Qt bugs.
mainwindow.h:
...ANSWER
Answered 2018-Nov-20 at 15:51The solution to this strange issue is analogous to my other post regarding context menus inside of a QGraphicsScene
. To fix this behavior, simply set the setWindowFlags(Qt::BypassGraphicsProxyWidget)
on either the parent window widget or the sub-mainwindow itself. If you do it on the parent widget, it'll implicitly apply it to the QMainWindow
. Anytime there seems to be an issue in a QGraphicsScene
, setting that above flag seems to solve most bugs/issues.
QUESTION
So my code is
...ANSWER
Answered 2018-Jan-26 at 13:29glDrawArrays()
exists since OpenGL 1.1. This version was supported by Windows, without the need of getting a function pointer to it. Just use it as any other common function of your preferred language.
In fact, trying to get a function pointer with "GetProcAddress()" method may return a null pointer, which leads to a crash as soon as it get called.
Being that said, some graphics drivers may expose a function pointer for each OGL 1.1 command. Thus, using GetProcAddress may return a valid pointer. That explains why your code works in some machines but not in others.
My advise is: don't use function pointers for commands existing in OGL 1.1
QUESTION
I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526 https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
as well as the link for unity forum that also includes the error and editor logs:
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
...ANSWER
Answered 2018-Jun-05 at 09:15How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore
when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.
QUESTION
I found shader code that has the effect of warping a space around a certain point. It's a cool effect, but it's missing some animation, so I've added something to it:
...ANSWER
Answered 2018-Apr-01 at 16:12Unity provides a handful of built-in values for your shaders: things like current object’s transformation matrices, time etc.
You just use them in ShaderLab like you’d use any other property, the only difference is that you don’t have to declare it somewhere - they are “built in”.
https://docs.unity3d.com/455/Documentation/Manual/SL-BuiltinValues.html
there is a clever way of giving you 4 variations of the value, potentially saving you a multiply operation by re-using the pre-multiplied value for every pixel being rendered. There are 4 values available.
QUESTION
I have a slightly strange problem with a program that uses openGL
If I try compiling on a FreeBSD machine with nvidia graphics using the link options -pthread -lm -lX11 -lGL -lGLU
I get the error:
...ANSWER
Answered 2017-Nov-03 at 01:26eventually found the solution.
compilation can be done by passing -u _nv021glcore -u _nv013glcore
which brings back the failed opcode. To solve this also need to startx with -- +iglx
to enable indirect rendering which seems to be disabled by default these days as it seems to be considered legacy openGL
QUESTION
I've been learning Unity shader for couple of days and decided to port this oil shader from Shadertoy.
I get the following error:
incorrect number of arguments to numeric-type constructor at line 69 (on glcore)
Here is the relevant part of the shader code:
...ANSWER
Answered 2017-Jul-05 at 19:07The built-in value _Time
is a float4
so you have to pick one of the components depending on the time scale you want:
_Time float4 (t/20, t, t*2, t*3), use to animate things inside the shaders.
for example #define T (_Time.y/3.+5.)
.
Another thing is the *
operator for float2x2
represents a component-wise product of 2 matrices. For vector-matrix/matrix-matrix product you should use the mul
function.
So in the rot
function you should have p =mul(p, float2x2(sc.y,-sc.x,sc));
.
For more info on this you can go to: https://en.wikibooks.org/wiki/Cg_Programming/Vector_and_Matrix_Operations.
QUESTION
So I just installed manually SFML 2.4.2 library and wanted to compile example code from first tutorial which is:
...ANSWER
Answered 2017-Feb-19 at 12:13So the answer should probably be: build SFML 2.4.2 yourself. But using my self-built SFML also produces errors while compiling simple SFML example code, this time during linking stage due to some known bug in Ubuntu. There's a simple fix though:
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