OpenGl | Tic Tac Toe Game for 2 player | Game Engine library
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QUESTION
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 02:01WebGL 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-stealthselenium-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:
QUESTION
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 22:40You 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 ofglDepthFunc(GL_LESS)
(which may not work in your case, considering your vertices havez <= 0.0
and the depth buffer is cleared to0.0
) - 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.
QUESTION
Quick question - title says it all:
In my OpenGL-code (3.3), I'm using the line
...ANSWER
Answered 2022-Feb-14 at 15:34Alpha 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)
.
QUESTION
I'm trying to start android emulator on apple silicon mac and I'm always getting the same results:
- 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 21:53Issue 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:
QUESTION
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 16:51You'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:
QUESTION
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 06:36There 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.
QUESTION
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 05:46In tutorial 1 of the link in the comment, the author introduces
QUESTION
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 17:07See 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.
QUESTION
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 09:52Not 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.
QUESTION
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 19:23Instead 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
.
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