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Slideshow for a shader talk at Dev Workshop Conf 2014
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QUESTION
I am new to Glsl and have absolutely no idea what I am doing. I have been looking for resources to learn however, most of them are either incredibly general like the book of shaders or really overwhelming like this reference.
Anyways, I am looking for what exactly a "fragment" is. I think it is just referring to pixels that need to be rendered. If this is the case what does gl_FragCoord return? I've messed around with it and I don't think it returns the x,y of the current fragment but the book of shaders says
"vec4 gl_FragCoord, which holds the screen coordinates of the pixel or screen fragment that the active thread is working on."
I have also seen that it returns values from 0 to 1, initially (0.5,0.5). I have no idea what (0.5,0.5) is referring to though. Is it percentage of the screen? Like on a 800px by 800px screen will 0.5,0.5 correspond to 400,400? If so than why doesn't this sort of thing work:
...ANSWER
Answered 2021-Jun-10 at 18:29gl_FragCoord.xy
contains the window relative coordinates. The bottom left fragment has the coordinate (0.5, 0.5). The top right fragment has the coordinate (width-0.5, height-0.5). See gl_FragCoord
.
However the texture coordinates have to be specified in range [0.0, 1.0]. The bottom left coordinate is (0.0, 0.0). The top right coordinate is (1.0, 1.0). The argument of texture2D
needs to be the texture cooridante:
vec4 screencol = texture2D(displayimg, gl_FragCoord.xy*vec2(width,height));
QUESTION
I'm learning WebGl and trying to convert a web mining script to do elliptical curve addition. I started by replacing the working GL code with the code from vanitygen-plus, even though it does more than I need/want. I also began replacing the variables passed to the expected ones and removed a bunch of unneeded JavaScript. I now get the error "glminer.js:54 WebGL: INVALID_OPERATION: useProgram: program not valid" currently testing in chrome 91 on windows 10. unfortunately this doesn't help me much as it doesn't tell me what is invalid.
...ANSWER
Answered 2021-Jun-10 at 15:47To get more info on why your program is failing you can output the program info log. Add the following debugging code between linking and using the program:
QUESTION
I've been working on a project, but I got a weird error. I can't pass 2 Shader instances to a variadic constructor, even though it says it supports 2 Shader parameters.
Exact error message: E0289 no instance of constructor "Program::Program" matches the argument list argument types are: (Shader, Shader)
Here is code:
...ANSWER
Answered 2021-Jun-05 at 21:55Your constructor is missing an argument list. It got a variadic template parameter, but an explicitly empty argument list.
Apart from that, as @richardcritten mentioned, you didn't delegate the constructor as you intended, but would have created a temporary instance of Program
instead. Delegate (by using initializer list), or call AssignShaders
directly.
Also don't forget to call glDeleteProgram
in the destructor of this class, or you will leak OpenGL resources!
QUESTION
I'm trying to pass the color of my triangle through my main function, but when I try to do it my triangle only gets white like it has no fragment shader
Vertex Shader:
...ANSWER
Answered 2021-Jun-05 at 16:02The vertex shader doesn't compile for 2 reasons:
- There is missing a
;
aftergl_Position = position
gl_Position
andposition
have different types
gl_Position = position
QUESTION
Why/how do I bind vertex attributes to a shader? - examples do but never explain.
If I allow a vertex attribute in GLSL location = 0, does that still have to be allowed in code?
How to properly set Q-vertex array buffers/objects?
Where does this* weird artifact even come from?
*The blue square is a label used to display QPixmap images. The green one is the 1 GLWidget that inherits from QOpenGLWidget. As you can see, it creates a weird square on the top-left aswell.
The Green window is supposed to display a red triangle on the lower right corner.
The relevant code might only be the last section, GLWidget.h.
Also paintGL() only runs just a few times for some reason. code:
.pro:
...ANSWER
Answered 2021-Jun-04 at 21:23The top-left square IS your widget rendered first time, when you added it in main()
. As you added it manually, it's origin coords are (0,0) by default. The green square is is second one, created in UI, from template compiled out of XML definition.
painGL()
is called when paintEvent() is called which can be triggered manually through calling update(0 or is triggered when Qt "feels" need to update widgets (e.g. something was drawn other them, they were resized, etc.).
Afaik, if you rebind program you have to rebind everything. And order of your binding and leaving objects active is peculiar.. along with fact that you're obviously going out of clipping space without having a projection matrix.
Order I'm used to is something like
QUESTION
In the fragment shader the alpha of gl_Fragcolor is null : gl_FragColor = vec4(0.88,0.33,0.55,0.0);
When you look the color of the point (size 24) , the color is the background-color of the canvas.
Where is the clearColor ? ( gl.clearColor(0.12, 0.34, 0.56, 1.0);)
...ANSWER
Answered 2021-Jun-04 at 09:08You neeed to enable and setup alpha blending using
QUESTION
I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow
window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:
ANSWER
Answered 2021-Jun-03 at 12:21Following on from the comments...
The basic fix is to move all initialization code into initializeGL
and let the Qt
OpenGL
framework make the necessary calls to initializeGL
, paintGL
etc.
Your constructor and initializeGL
members should look something like...
QUESTION
My code does not display a red triangle, instead there is a black screen. I was following the OpenGL tutorial by The Cherno. This happened at end of the 7th episode. I am using Visual Studio 2019 with Visual C++ on Windows 10 Home. My Graphics Card is a NVidia 820m.Link for tutorial I was following.
...ANSWER
Answered 2021-Jun-03 at 08:01Your "triangle" is not a triangle, it is just a straight line.
QUESTION
I am following an OpenGL tutorial from https://learnopengl.com/ (specifically https://learnopengl.com/Advanced-OpenGL/Depth-testing) and I have many errors to do with stbi. Error Log image here (Below I have also attached the complete Output tab). I have added the "#define STB_IMAGE_IMPLEMENTATION" at the top of the main.cpp file (and not in a header). If I don't use any stb_image functionalities, the project compiles and runs. I have had projects where stb_image worked fine, but all those projects that worked were x86 (or 32-bit). It seems that I can not get stb_image with x64 (or 64-bit). I know that x64 itself works since other projects without stb_image that were x64 have compiled. I have also looked back to where I downloaded the header file for stb_image and there was no option for x64 vs x86 as there was only one universal option. Here is an image of how the files are organized: File hierarchy. I will also include my main.cpp file but if you want to see a specific file let me know. I am very new to c++ since I come from java and python so any help is appreciated.
...ANSWER
Answered 2021-May-31 at 19:12As mentioned by Retired Ninja in the comments, all you do to fix it is to put the #define STB_IMAGE_IMPLEMENTATION and #include stb_image.h after all the headers that also include the stb_image.h file. Once this was fixed, the program runs but I am getting a frame not found error but I think that is a separate issue from this.
QUESTION
I just started learning OpenGL by following https://learnopengl.com/Getting-started/Hello-Triangle, following the tutorial I wrote the code as per my understanding which compiles and does give me an output but instead of an orangish triangle it shows a white one. If I replace the shaderProgram()
with the code from https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/2.1.hello_triangle/hello_triangle.cpp it works (shows the orange triangle), so I think I narrowed the problem to shader program compilation, I just couldn't find what's wrong with it, following is my code.
ANSWER
Answered 2021-May-31 at 15:29shaderProgram()
never return
s anything, so the name of your GL program object is just lost, and your shaderProgram
local variable contains just some undefined value, hence you never use that program.
Note that such mistakes will be spotted by almost every decent compiler, just enable (and read) the warnings...
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