sharpgl | Use OpenGL in .NET applications
kandi X-RAY | sharpgl Summary
kandi X-RAY | sharpgl Summary
Unlock the power of OpenGL in any .NET application. SharpGL wraps all modern OpenGL features, provides helpful wrappers for advanced objects like Vertex Buffer Arrays and shaders, as well as offering a powerful Scene Graph and utility library to help you build your projects. Check out the Samples, they're a great place to start learning how to use SharpGL.
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Trending Discussions on sharpgl
QUESTION
I'm having an issue with drawing an ellipse object using OpenGL (sharpgl to be exact since it works well enough with WPF).
Right now I'm using this code (angles are in degrees):
...ANSWER
Answered 2022-Feb-23 at 09:51That is because the elliptic parametric angle is not geometric angle as it is distorted by the different scale (radius) in each axis. See these related QAs for some inspiration:
The way to solve this is ether approximate the distortion (but that will beproblematic if eccentricity change a lot) or search for correct angle (simple but slow) or compute it analytically (involves some math but fast).
For the search you can use binary search for this just take in mind the geometric angle will be bigger than parametric one on some quadrants and less on the others.
Here small C++/OpenGL example (unsophisticated and unoptimized to keep it as simple as possible):
QUESTION
I'm trying to use SharpGL to render in a WPF application using gl.VertexPointer() and gl.DrawArrays(). But I cannot get it to render a square. The background clears to green and I can see the FPS drawing at the bottom left of the WPF panel. When adding the code for the square, the FPS text disappears as well and I just have a blank screen.
I'm doing the same exact thing that I have in a C++ project which works just fine. I don't know what I'm missing or doing incorrectly.
XAML
...ANSWER
Answered 2021-Dec-11 at 22:21As mentioned by @BDL, glBegin()
and glEnd()
are not used in this case.
As mentioned by @Rabbid76, glEnableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY)
should be removed since I am not using texture coordinates.
Thanks for the help guys!
Also removing gl.Enable(OpenGL.GL_CULL_FACE)
was necessary in the specific example to draw my square. As @Rabbid76 mentioned, the default winding order is counter-clockwise. My vertices are winding clockwise.
End result
QUESTION
I have an OpenGL project that has previously used OpenGL 3.0-based methods for drawing arrays and I'm trying to convert it to use newer methods (at least available as of OpenGL 4.3). However, so far I have not been able to make it work.
The piece of code I'll use for explanation creates groupings of points and draws lines between them. It can also fill the resulting polygon (using triangles). I'll give an example using the point-drawing routines. Here's the pseudo-code for how it used to work:
[Original] When points are first generated (happens once):
...ANSWER
Answered 2021-Nov-14 at 14:43A little more sleuthing and I figured out my error:
When using glVertexAttribPointer
, you can set the stride parameter to 0 (zero) and OpenGL will automatically determine the stride; however, when using glVertexAttribFormat
, you must set the stride yourself.
Once I manually set the stride value in glVertexAttribFormat
, everything worked as expected.
QUESTION
I have an OpenGL .NET WPF (SharpGL) app which draws small squares in immediate mode, they are really 3D:
...ANSWER
Answered 2021-Apr-08 at 14:11Use gl.Translate
to translate the model view matrix. e.g:
QUESTION
Iam loading all my dependencies from a server, however Iam faceing an Issue with loading 2 specific Dll files.
...ANSWER
Answered 2020-Apr-06 at 01:49Well the issue was somewhere else, instead of loading the SharpGL.WPF.dll my server sent me the SharpGL.dll, the string comparison on the server was the issue! Thx to everyone.
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