OpenGL-Tutorials

 by   SonarSystems C++ Version: Current License: No License

kandi X-RAY | OpenGL-Tutorials Summary

kandi X-RAY | OpenGL-Tutorials Summary

OpenGL-Tutorials is a C++ library. OpenGL-Tutorials has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

OpenGL-Tutorials
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              OpenGL-Tutorials has a low active ecosystem.
              It has 188 star(s) with 115 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 1 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of OpenGL-Tutorials is current.

            kandi-Quality Quality

              OpenGL-Tutorials has no bugs reported.

            kandi-Security Security

              OpenGL-Tutorials has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              OpenGL-Tutorials does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              OpenGL-Tutorials releases are not available. You will need to build from source code and install.

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            OpenGL-Tutorials Key Features

            No Key Features are available at this moment for OpenGL-Tutorials.

            OpenGL-Tutorials Examples and Code Snippets

            No Code Snippets are available at this moment for OpenGL-Tutorials.

            Community Discussions

            QUESTION

            How the heck do you use GL_TRIANGLE_FAN to draw a circle in OpenGL?
            Asked 2019-Dec-24 at 12:54

            Seasons Greetings everyone! I adapted the code from this tutorial to support using a VAO/VBO, but now I get this:

            Instead of a nice round circle. Here's the code:

            ...

            ANSWER

            Answered 2019-Dec-24 at 12:54

            The size of your VBO is numVertices * sizeof(GLdouble), which is half the actual size of your vertex data (there is an x and a y component for each vertex). Thus, you end up drawing twice as many vertices as your VBO actually has vertex data for. Reading out of bounds of your VBO seems to result in just zeroes in your OpenGL implementation, which is why all vertices of the lower half of your circle are just the bottom left corner (this is not guaranteed unless you explicitly enable robust buffer access, just what your driver and GPU seem to be doing anyways)…

            couple of notes:

            • You generally don't want to use double unless you need it. double takes twice the memory bandwidth, and arithmetic on double is generally at least a bit slower than float (yes, even on an x86 CPU since floating point arithmetic is not really done using the x87 FPU anymore nowadays). GPUs in particular are built for float arithmetic. Especially on consumer GPUs, double arithmetic is significantly (an order of magnitude) slower than float.
            • Why not simply push the vertex data directly into vertices rather than first into circleVerticesX and circleVerticesY and then copying it over into vertices from there?
            • You know exactly how many vertices are going to be generated. Thus, there's no need to dynamically grow your vertex container in the loop that generates the coordinates (among other things, the .push_back() will almost certainly prevent vectorization of the loop). I would suggest to at least .reserve() the corresponding number of elements (assuming this is an std::vector) before entering the loop. Personally, I would just allocate an array of the appropriate, fixed size via

            Source https://stackoverflow.com/questions/59468388

            QUESTION

            Assimp loads vertices, but model is not getting displayed
            Asked 2019-Jul-12 at 21:42

            IDE: xcode

            System: MacOS

            What I'm trying to do

            My project [repo] is at the point where I successfully made a skybox [tutorial link] work, but I'm struggling with assimp's model loading [tutorial link].

            The problem

            I don't recieve any errors. The model is just not loading into the window, even though I added cout << vertices.data() << endl; [github line link] at the respective line in the model.h [github line link], after it get's initialised in main.cpp [github line link] which is printing 0x106e6b000, so the models vertices are loading.

            However, the window remains empty, apart from the background color. In the tutorial [youtube video link with timestamp], which i followed faithfully, it's working.

            What I'm trying to accieve:

            I'm trying to render the model nanosuit.obj, which is proven to be red in. ourModel.Draw( shader );should draw it, but doesn't or it's not being displayed. For some reason it's not being displayed, despite no errors that data cant be found or exceptions triggered.

            I would love to give a MCVE, but the code it very much interconnected, hence the github links.

            As far as I can say this should draw the model, unless it complains.

            ...

            ANSWER

            Answered 2019-Jul-12 at 21:42

            Got it. Model was never initialised. The tutorial was pre 2018, which is when GLM went away from auto initialising.

            In the snippet I posted was the error.

            It's supposed to be:

            Source https://stackoverflow.com/questions/56668490

            QUESTION

            Odd jagged appearance of mip-mapped textures in OpenGL using "glGenerateMipmap"
            Asked 2018-Oct-10 at 20:49

            I am experimenting with mip-maps for the first time in OpenGL. I followed this tutorial, which builds on this code. In the fragment shader I did the following modification:

            ...

            ANSWER

            Answered 2018-Oct-10 at 20:49

            The source of the problem was an old driver. The computer I was working on had a special setup where non-standard PPAs had replaced the ubuntu (Canonical) supported ones. I could not access some of those outside of a special intra-net (at customer). Didnt read the error messages at sudo apt-get update.

            The lesson from my question: The sort of bugs that can arise, and how they can bite you is unpredictable if you do not update your graphics drivers.... even if you think you have updated them.... double and tripple check. Thanks to @derhass and @Rabbid76 for leaving helpful remarks.

            Source https://stackoverflow.com/questions/52705422

            QUESTION

            OpenGL Flickering when vector is multiplied
            Asked 2017-Nov-09 at 06:06

            I am working on an OpenGL assignment that requires us to incorporate Phong lighting model. However, I am seeing flickers when I tries to multiply two 1x3 vectors together.

            Double swapping is enabled, and so is mipmap.

            Examples:

            color = texture(myTextureSampler, UV).rgb * vec3(0.5, 0.5, 0.5);

            color = texture(myTextureSampler, UV).rgb * vec3(0.9, 0.9, 0.9);

            color = texture(myTextureSampler, UV).rgb * 0.9;

            color = texture(myTextureSampler, UV).rgb * vec3(1.0, 1.0, 1.0);

            (Yes... that's a gif)

            UPDATE: even this flickers:

            color = vec3(0.9, 0.1, 0.2);

            Full source code is here which is based on the opengl-tutorials.org code but (hopefully) this question will be updated very soon with a minimal reproduction of the problem.

            Cheers

            ...

            ANSWER

            Answered 2017-Nov-09 at 06:06

            It turns out that the issue is that OpenGL is expecting RGBA (vec4) output instead of RGB (vec3) because I enabled GL_BLEND.

            Solution 1: Turn off GL_BLEND by removing glEnable(GL_BLEND).

            Solution 2: return a vec4. You can use vec4(existing_vec3, 1.0) to "pad" it into a 1x4 vector.

            Source https://stackoverflow.com/questions/47183216

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            No vulnerabilities reported

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            You can download it from GitHub.

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