ibo | Icon Builder for Odoo - IBO - to create appicons | Portal library
kandi X-RAY | ibo Summary
kandi X-RAY | ibo Summary
The provided Configurator can be used to quickly and easily create new appicons in the style of the appicons of the ERP system Odoo. But it is also possible to use the included js class elsewhere and create your own configurator based on it, for example. For this purpose, the class offers a few more parameters for individualization in addition to the options shown in the documentation section.
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QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
...ANSWER
Answered 2021-Jun-10 at 03:17Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
QUESTION
My diffuse lighting doesn't seem to be working properly.
Fragment Shader:
...ANSWER
Answered 2021-Jun-03 at 06:53this:
QUESTION
I have ported the contents of OpenGL (webGL) to Metal and have a question. When doing the following in OpenGL (webGL),
-I want to bind and render the framebuffer in OpenGL (webGL).
...ANSWER
Answered 2021-May-27 at 07:02There's not really a frame buffer concept in Metal. You can render to any texture that has renderTarget
usage. You can get a texture from a CAMetalDrawable
(which you can get from a CAMetalLayer
), or you can create one yourself, using MTLDevice.makeTexture
method and passing the appropriate MTLTextureDescriptor
.
Then, when you want to render into it, you need to create a render command encoder, which you can make from an MTLCommandBuffer
. You will need to pass an MTLRenderPassDescriptor
. In that descriptor, you can set the texture along with it's load and store actions in the appropriate render target slot (there are 8 of them).
There's actually a WWDC talk that goes in depth on how to port GL apps to Metal: Bringing OpenGL Apps to Metal
QUESTION
I’m trying to do an ortho projection onto a plane, which represents a map – think “floor plan”. I’m running into trouble because openGL 4 is new to me (I last used 1.1, and the world has changed) and because what I’m trying to do isn’t much like common examples online. My problem is scaling and translating.
The data that describes the map is a series of lines with endpoints are in what I’ll call “dungeon coordinates units”. When I render the image I want to have a fixed rule of “1 unit is 1 pixel”.
My coordinates are all in the first quadrant, with (0,0) representing the lower left of the map. I’d like (0,0) to show up in the lower left of the screen.
Now for the tricky bits. When I render the “floor” in the fragment shader, I’m being handed gl_FragCoord, which is ideal. It’s effectively a pixel location, which means for my purposes it is equivalent to a dungeon coordinate. I can look up all the information I passed to the shader (also in dungeon coordinates) and figure out how to paint (or discard) that pixel. It works, except… it draws (0,0) is in the center of the screen, not the low left.
Worse, There are some things, like lines (“walls”), that I render with skinny triangles in dungeon coordinates in a second pass. They don’t show up where I want them. (In fact I’m pretty sure that the triangles I’m using to tile the floor are also wrong and are only covering the screen by coincidence.)
I really, really need openGL to use a coordinate system that puts 0,0 at the lower left of the image and lets me specify triangle vertices in my units, which happen to map straight to pixels.
This seems like a simple case of scaling and translating. But I’m obviously applying the scale and translate incorrectly.
The vertex code is simple:
...ANSWER
Answered 2021-May-22 at 06:54You transpose the matrix when you set the matrix uniform. Since the vector is multiplied to the matrix from the right in your shader program, this is wrong. See GLSL Programming/Vector and Matrix Operations
glUniformMatrix4fv(gWorldLocation, 1, GL_TRUE, &ts[0][0]);
QUESTION
Until now, I've been handling translucency by sorting my translucent triangles back to front. This works very well for quads, but I'd like to incorporate translucency in my models now.
I've thought of separating the translucent tris out and sorting them in the same way as my quads. Sorting by their centroids, then streaming the results into an IBO for just them each frame. But the number of triangles in a model, and the need to transform them on the CPU according to a table of bones, and blend shapes, and some other things in my vertex shader... This doesn't seem like a good solution in performance or sanity.
My models are about 4K tris each, with maybe 20 in a scene at worst, and I'd really like to lean into a simple cute style that relies on translucency, which doesn't have to be physically accurate, or draw objects behind 4 or more layers of translucency.
What technique might work well for my situation, in 2021? I'm using OpenGL 3.3 but I'll use another version if new features exist for this.
...ANSWER
Answered 2021-Apr-20 at 12:34Afaik, there's no easy solution to what you want to do. However, there are some things that you can do:
- Don't sort triangles at all, and only sort individual draw calls. This is the easiest solution and is utilised by most games, if they use translucent/transparent objects in the first place. Of course, this might not have the best looks (though it works well with convex shapes), but it will have very good performance.
- Order-independet transparency: There are some pixel shader based techniques for rendering transparent/translucent objects without having to sort anything at all. These techniques usually are approximations (there are also some non-approximate algorithms) and tend work the best for things like smoke (where small errors aren't as noticable), or when not many transparent/translucent triangles overlap each other anyway.
- Compute Shaders: You can use a compute shader to transform your individual vertices according to your animation, and then use another compute shader to sort the triangles on the GPU. That is probably the most straight-forward improvement of what you'd otherwise do on the CPU, and there are many examples for sorting stuff on the GPU out there. But, if you've never worked with compute shaders before, it might be a bit hard to wrap your head around their strengths and limitations at first.
- Ray Tracing: This would probably be the most complex way to solve that problem, since you'll need specific hardware, generate corresponding data structures and a few new shaders, and on top of that, even with modern hardware, ray tracing is quite costly (though probably still faster than sorting triangles on the CPU each frame). But it also doesn't need your triangles to be sorted and will actually work perfectly well even if different translucent objects are intersecting/interleaving each other.
QUESTION
I am trying to draw an even width square by combining 2 triangles.
But seems like it always shows me slightly longer on the x-axis...
...ANSWER
Answered 2021-Mar-15 at 01:34I'm no expert, but maybe because 0.5
and -0.5
are unit-space coordinates, and because your window is not a square, therefore you have a rectangle?
QUESTION
I am using Visual Studio Community and I am trying to create OpenGL application. I am using GLFW to open a window like this:
...ANSWER
Answered 2021-Mar-09 at 20:04As mentionned in the comments, the problem comes from the destruction of your buffers : the program tries to call glDestroyX
(in buffers destructors) after the OpenGL context was destroyed, which throws errors that GL_Call
tries to handle using GL context so it also throws error itself and so on.
To solve that, declare and use your buffers inside of a scope, and destroy GL the context after the end of the scope, so that your GL objects are destroyed before the GL context is destroyed.
QUESTION
I'm learning opengl and trying to draw an indexed circle using glDrawEmelents, but for some reason it does not work. However when I draw a triangle using glDrawElements (see the commented code) it draws the triangle just fine. I think it has something to do with my elements/indices, but what I don't know.
...ANSWER
Answered 2021-Jan-22 at 10:54The type argument of glDrawElements
has to correspond to the data type of the indices.
GL_UNSIGNED_INT
corresponds to GLuint
. If the data type is GLushort
the type argument must be GL_UNSIGNED_USHORT
.
QUESTION
I am getting several GLErrors i do not know what to make of them.
- GL_INVALID_ENUM
- GL_INVALID_ENUM
- GL_INVALID_OPERATION
- GL_INVALID_OPERATION
How do i go about debugging this ?
- glew has been initialized beforehand.
- The loaded vertexData looks alright.
- the shader is being bound before the Call to Draw
- the shaders are copied from a Tutorial and did work fine before.
- And Shader compilation and linking does not produce Errors.
This is my Code:
...ANSWER
Answered 2021-Jan-07 at 11:44glBindBuffer(GL_VERTEX_ARRAY, VBO);
is not correct enum for VBO, you should use GL_ARRAY_BUFFER
instead.
Please let me know, if it fixes your problem.
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