OpenGL | OpenGL support library so you can just dive in and write | Graphics library

 by   TheCherno C++ Version: Current License: Apache-2.0

kandi X-RAY | OpenGL Summary

kandi X-RAY | OpenGL Summary

OpenGL is a C++ library typically used in User Interface, Graphics applications. OpenGL has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Work-in-progress OpenGL library that aims to provide a powerful sandbox for you to learn or experiment with OpenGL, and graphics programming in general.
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              OpenGL has a low active ecosystem.
              It has 587 star(s) with 185 fork(s). There are 25 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 5 open issues and 4 have been closed. On average issues are closed in 4 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of OpenGL is current.

            kandi-Quality Quality

              OpenGL has 0 bugs and 0 code smells.

            kandi-Security Security

              OpenGL has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              OpenGL code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              OpenGL is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              OpenGL releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            OpenGL Key Features

            No Key Features are available at this moment for OpenGL.

            OpenGL Examples and Code Snippets

            No Code Snippets are available at this moment for OpenGL.

            Community Discussions

            QUESTION

            Python Selenium AWS Lambda Change WebGL Vendor/Renderer For Undetectable Headless Scraper
            Asked 2022-Mar-21 at 20:19
            Concept:

            Using AWS Lambda functions with Python and Selenium, I want to create a undetectable headless chrome scraper by passing a headless chrome test. I check the undetectability of my headless scraper by opening up the test and taking a screenshot. I ran this test on a Local IDE and on a Lambda server.

            Implementation:

            I will be using a python library called selenium-stealth and will follow their basic configuration:

            ...

            ANSWER

            Answered 2021-Dec-18 at 02:01
            WebGL

            WebGL is a cross-platform, open web standard for a low-level 3D graphics API based on OpenGL ES, exposed to ECMAScript via the HTML5 Canvas element. WebGL at it's core is a Shader-based API using GLSL, with constructs that are semantically similar to those of the underlying OpenGL ES API. It follows the OpenGL ES specification, with some exceptions for the out of memory-managed languages such as JavaScript. WebGL 1.0 exposes the OpenGL ES 2.0 feature set; WebGL 2.0 exposes the OpenGL ES 3.0 API.

            Now, with the availability of Selenium Stealth building of Undetectable Scraper using Selenium driven ChromeDriver initiated google-chrome Browsing Context have become much more easier.

            selenium-stealth

            selenium-stealth is a python package selenium-stealth to prevent detection. This programme tries to make python selenium more stealthy. However, as of now selenium-stealth only support Selenium Chrome.

            • Code Block:

            Source https://stackoverflow.com/questions/70265306

            QUESTION

            My code should render the front of a cube, but instead shows the back. Why?
            Asked 2022-Feb-17 at 22:40

            I'm rendering this cube and it should show the front of the cube but instead it shows the back (green color). How do i solve this? I've been sitting for a couple of hours trying to fix this but nothing helped. I was trying various things like changing the order in which the triangles are rendered and it didn't help either. Thanks for any help. Here's my code.

            ...

            ANSWER

            Answered 2022-Feb-17 at 22:40

            You currently are using glEnable(GL_DEPTH_TEST) withglDepthFunc(GL_LESS), which means only fragments having a smaller z (or depth) component are rendered when rendering overlapped triangles. Since your vertex positions are defined with the back-face having a smaller z coordinate than the front-face, all front-face fragments are ignored (since their z coordinate is larger).

            Solutions are:

            • Using glDepthFunc(GL_GREATER) instead of glDepthFunc(GL_LESS) (which may not work in your case, considering your vertices have z <= 0.0 and the depth buffer is cleared to 0.0)
            • Modify your vertex positions to give front-face triangles a smaller z component than back-face triangles.

            I believe that when using matrix transforms, a smaller z component normally indicates the fragment is closer to the camera, which is why glDepthFunc(GL_LESS) is often used.

            Source https://stackoverflow.com/questions/71150895

            QUESTION

            glEnable(GL_ALPHA_TEST) gives invalid enum (seems to be depreciated - code works though - but why?)
            Asked 2022-Feb-14 at 15:50

            Quick question - title says it all:

            In my OpenGL-code (3.3), I'm using the line

            ...

            ANSWER

            Answered 2022-Feb-14 at 15:34

            Alpha test is a (since ages deprecated) method to only draw fragments when they match some alpha function. Nowadays this can easily be done inside a shader by just discarding the fragments. Alpha testing in itself is also very limited, because it can only decide to draw a fragment or not.

            In general, enabling GL_ALPHA_TEST without setting a proper glAlphaFunc will do nothing since the default comparison function is GL_ALWAYS which means that all fragments will pass the test.

            Your code doesn't seem to rely on alpha testing, but on blending (I assume that since you are setting the glBlendFunc). Somewhere in your code there's probably also a glEnable(GL_BLEND).

            Source https://stackoverflow.com/questions/71114091

            QUESTION

            Android emulator on apple silicon (arm64) could be run only using sudo mode
            Asked 2022-Feb-03 at 21:53

            I'm trying to start android emulator on apple silicon mac and I'm always getting the same results:

            1. Running emulator directly through Android Studio (the latest stable version, Arctic Fox 2020.3.1 Patch 4) causes a problem, when the process qemu-system-arch64 stucks and uses 99% CPU (there is no emulator's screen or something like than). Such behavior produces some logs:

            internal-error-msg.txt says:

            ...

            ANSWER

            Answered 2022-Feb-03 at 21:53

            Issue was successfully fixed in Android Emulator revision 31.2.7. Just go to Android SDK Manager and update it!

            According to android emulator release notes:

            Source https://stackoverflow.com/questions/70713301

            QUESTION

            OpenGL depth testing and blending not working simultaniously
            Asked 2022-Jan-19 at 16:51

            I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.

            To get "round" particles, I create a small float-array like this:

            ...

            ANSWER

            Answered 2022-Jan-19 at 16:51

            You're in a special case where your fragments are either fully opaque or fully transparent, so it's possible to get depth-testing and blending to work at the same time. The actual problem is, that for depth testing even a fully transparent fragment will store it's depth value. You can prevent the writing by explicitly discarding the fragment in the shader. Something like:

            Source https://stackoverflow.com/questions/70774419

            QUESTION

            How to set all pixels of a texture to one value?
            Asked 2022-Jan-11 at 06:36

            I'm using texture in grids: firstly a large texture (such as 1024x1024 or 2048x2048) is created without data, then areas being used are set with glTexSubImage2d calls. However, I want to have all pixels to have initial value of 0xffff, not zero. And I feel it's stupid to allocate megabytes of all-0xffff host memory only for initialize texture value. So is it possible to set all pixels of a texture to a specific value, with just a few calls?

            Specifically, is it possible in OpenGL 2.1?

            ...

            ANSWER

            Answered 2022-Jan-11 at 06:36

            There is glClearTexImage, but it was introduced in OpenGL 4.4; see if it's available to you with the ARB_clear_texture extension.

            If you're absolutely restricted to the core OpenGL 2.1, allocating client memory and issuing a glTexImage2D call is the only way of doing that. In particular you cannot even render to a texture with unextended OpenGL 2.1, so tricks like binding the texture to a framebuffer (OpenGL 3.0+) and calling glClearColor aren't applicable. However, a one-time allocation and initialization of a 1-16MB texture isn't that big of a problem, even if it feels 'stupid'.

            Also note that a newly created texture image is undetermined; you cannot rely on it being all zeros, thus you have to initialize it one way or another.

            Source https://stackoverflow.com/questions/70652818

            QUESTION

            Search paths "/usr/local/include/glm/gtx" versus Use of undeclared identifier 'gtx'
            Asked 2022-Jan-07 at 20:52

            Mac Big Sur C++ OpenGL attempting to learn quaternions from a tutorial. The gtx headers are under usr/local/include/glm. Can anyone figure out what is wrong with my header includes or header search path? Thanks.

            Minimum reproducible code that fails for this issue:

            ...

            ANSWER

            Answered 2022-Jan-06 at 05:46

            In tutorial 1 of the link in the comment, the author introduces

            Source https://stackoverflow.com/questions/70602526

            QUESTION

            How does glVertexAttribPointer work for bytes?
            Asked 2022-Jan-04 at 17:07

            From my understanding, OpenGL casts all vertex attribute data to 32-bit float before it gets used in the vertex shader. But glVertexAttribPointer also takes data types GL_BYTE and GL_UNSIGNED_BYTE (8 bits). If I buffer and send an array of unsigned bytes to the gpu and use

            ...

            ANSWER

            Answered 2022-Jan-04 at 17:07

            See glVertexAttribPointer Each byte is a single component of the attribute and converted to a floating point value. If the argument normalized is set to GL_TRUE, GL_UNSIGNED_BYTE components are treated as unsigned normalized values and mapped from the range [0, 255] to [0.0, 1.0].

            If you want to use integer attributes (int, ivec2, ivec3, ivec4) you must use glVertexAttribIPointer (focus on I) to load attributes from arrays with integral component values. glVertexAttribIPointer keeps the integral numbers and does not convert them to floating point numbers.

            Note that the type argument does not say anything about the type of the shader attribute. It only specifies the type of source data in the array.

            Source https://stackoverflow.com/questions/70573028

            QUESTION

            Fastest way to draw filled quad/triangle with the SDL2 renderer?
            Asked 2021-Dec-13 at 21:20

            I have a game written using SDL2, and the SDL2 renderer (hardware accelerated) for drawing. Is there a trick to draw filled quads or triangles?

            At the moment I'm filling them by just drawing lots of lines (SDL_Drawlines), but the performance stinks.

            I don't want to go into OpenGL.

            ...

            ANSWER

            Answered 2021-Oct-05 at 09:52

            Not possible. SDL2 does not include a full-fledged rendering engine.

            Some options:

            • You could adopt Skia (the graphics library used in Chrome, among ohters) and then either stick with a software renderer, or instantiate an OpenGL context and use the hardware backend.

            • You could use another 2D drawing library such as Raylib

            • Or just bite the bullet and draw your triangles using OpenGL.

            Source https://stackoverflow.com/questions/69447778

            QUESTION

            GL_TEXTUREn+1 activated and bound instead of GL_TEXTUREn on Apple Silicon M1 (possible bug)
            Asked 2021-Dec-13 at 19:23

            Let's first acknowledge that OpenGL is deprecated by Apple, that the last supported version is 4.1 and that that's a shame but hey, we've got to move forward somehow and Vulkan is the way :trollface: Now that that's out of our systems, let's have a look at this weird bug I found. And let me be clear that I am running this on an Apple Silicon M1, late 2020 MacBook Pro with macOS 11.6. Let's proceed.

            I've been following LearnOpenGL and I have published my WiP right here to track my progress. All good until I got to textures. Using one texture was easy enough so I went straight into using more than one, and that's when I got into trouble. As I understand it, the workflow is more or less

            • load pixel data in a byte array called textureData, plus extra info
            • glGenTextures(1, &textureID)
            • glBindTexture(GL_TEXTURE_2D, textureID)
            • set parameters at will
            • glTexImage2D(GL_TEXTURE_2D, ... , textureData)
            • glGenerateMipmap(GL_TEXTURE_2D) (although this may be optional)

            which is what I do around here, and then

            • glUniform1i(glGetUniformLocation(ID, "textureSampler"), textureID)
            • rinse and repeat for the other texture

            and then, in the drawing loop, I should have the following:

            • glUseProgram(shaderID)
            • glActiveTexture(GL_TEXTURE0)
            • glBindTexture(GL_TEXTURE_2D, textureID)
            • glActiveTexture(GL_TEXTURE1)
            • glBindTexture(GL_TEXTURE_2D, otherTextureID)

            I then prepare my fancy fragment shader as follows:

            ...

            ANSWER

            Answered 2021-Dec-13 at 19:23

            Instead of passing a texture handle to glUniform1i(glGetUniformLocation(ID, "textureSampler"), ...), you need to pass a texture slot index.

            E.g. if you did glActiveTexture(GL_TEXTUREn) before binding the texture, pass n.

            Source https://stackoverflow.com/questions/70338946

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            You can download it from GitHub.

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