glfw | Go bindings for GLFW | Graphics library
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Go bindings for GLFW 3
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QUESTION
As the title says, I'm trying to draw a square from two triangles for class. I've tried everything I can think of but I cannot figure out why it just displays a black screen. Here is my code so far. I have the project and libraries set up correctly. I've looked over it a dozen times and can't seem to find the issue.
...ANSWER
Answered 2022-Mar-26 at 21:55Why using a core profile OpenGL Context (GLFW_OPENGL_CORE_PROFILE
) it is mandatory to create a Vertex Array Object. There is no default VAO when using a core profile.
e.g.:
QUESTION
when using glGenBuffers with almost any other gl function the program crashes in startup
...ANSWER
Answered 2022-Mar-19 at 15:13Change:
QUESTION
I am trying to display a texture, but for some reason it's not shown correctly it's distorted.
This is my source code:
...ANSWER
Answered 2022-Feb-27 at 11:14By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes. This is because the GL_UNPACK_ALIGNMENT
parameter by default is 4. Since the image has 3 color channels (GL_RGB
), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, GL_UNPACK_ALIGNMENT
has to be set to 1, before specifying the texture image with glTexImage2D
:
QUESTION
I'm generating noise into 3D texture in compute shader and then building mesh out of it on CPU. It works fine when I do that in the main loop, but I noticed that I'm only getting ~1% of noise filled on the first render. Here is minimal example, where I'm trying to fill 3D texture with ones in shader, but getting zeroes or noise in return:
...ANSWER
Answered 2022-Jan-26 at 06:06You need to bind the texture to the image unit before executing the compute shader. The binding between the texture object and the shader is established through the texture image unit. The shader knows the unit because you set the unit variable or specify the binding point with a layout qualifier, but you also need to bind the object to the unit:
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
I was reading the GLFW library and I noticed they use GLFW_TRUE(1) and GLFW_FALSE(0). Now I've already seen that in other frameworks as well,making their own custom true/false identifiers. Is there any reason in creating your own custom true/false enums or classes in a framework? Does it make the code more readable for example? Is it a compatibility issue?
Another programmer speculated that they probably wouldn't want to #include
but that header is in fact very small and wouldn't overcomplicate dependencies
ANSWER
Answered 2022-Jan-06 at 16:11I guess it is for backward compatibility reasons. The stdbool.h
header was introduced in the C99 standard.
QUESTION
I was trying to export .jar file of my lwjgl game so I can send it to my friend using gradle. When I've opened jar in /build/libs via typing java -jar [name of file] this error message appear:
...ANSWER
Answered 2022-Jan-04 at 20:02You are currently not including the runtime natives jar files of LWJGL into your fat jar file.
So, you don't need to add any JVM arguments like -Djava.library.path
or -Dorg.lwjgl.librarypath
but merely must make sure that the "natives-linux" dependencies/jar files are in the classpath when you run the jar.
One way to achieve this in your case is by not only iterating over the compile-time dependencies but over the runtime dependencies in your jar task to also collect those and add them to the fat jar file that you build, because you definitely will need them at runtime.
So, change this line:
QUESTION
I'm fairly new to OpenGL and I tried recreating the tutorial from https://learnopengl.com/Getting-started/Hello-Triangle to draw a rectangle in PyOpenGL.
(Original source code: https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/2.2.hello_triangle_indexed/hello_triangle_indexed.cpp)
The first part of the tutorial that only draws a triangle using glDrawArrays works perfectly but when I try to use glDrawElements nothing is drawn. It doesn't even raise an error, it just shows me a black screen. I'm pretty sure I copied the instructions from the tutorial one by one and since there is no error message, I have no idea what I did wrong.
I would appreciate any sort of help.
My code:
...ANSWER
Answered 2021-Dec-30 at 22:19If a named buffer object is bound, then the 6th parameter of glVertexAttribPointer
is treated as a byte offset into the buffer object's data store. But the type of the parameter is a pointer anyway (c_void_p
).
So if the offset is 0, then the 6th parameter can either be None
or c_void_p(0)
:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0)
QUESTION
I am writing an openGl wrapper in rust for educational purposes. However, I have a problem displaying textures from an image file (jpg). The image is displayed as a grayscale image with some buggy red and green lines.
I am loading the image using the "image" crate and converting it to a ImageBuffer. The loading part is working, what i have checked by saving the image again.
I think that the conversion of the buffer to rgb is also working because the second time i save the image it is also working.
code to load the image:
...ANSWER
Answered 2021-Dec-02 at 12:32By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes.
This is because the gl::UNPACK_ALIGNMENT
parameter by default is 4. Since the image has 3 color channels (gl::RGB
), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, gl::UNPACK_ALIGNMENT
has to be set to 1, before specifying the texture image with gl::TexImage2D
:
QUESTION
I'm building a game with raylib and made my own custom button in different files to reuse it when I need it.
I watched tons of videos and read docs but I don't know why it throws undefined reference to CustomButton::CustomButton()
.
Here's the error:
...ANSWER
Answered 2021-Nov-26 at 18:03Ok I solved it via adding:
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