glint | friendly tool for creating commits | Frontend Utils library
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glint is a friendly tool for creating commits in the conventional style.
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QUESTION
I am having trouble with my C++ code for an OpenGL program that is supposed to create a 2D triangle and keep receiving this error message:
...ANSWER
Answered 2022-Apr-09 at 02:20fragmentShaderSrc
is missing a #
(U+0023 NUMBER SIGN) in front of version
:
QUESTION
I have taken code for two projects. One being the code for creating a cube and another is the code for creating a pyramid. I am now trying to render both of the objects in OpenGL which I have done the problem is the objects are attached to one another. I have added some code heading towards rendering them separately, however I am now stuck where my cube is only showing 3 of the triangles used to create it and the whole pyramid shows. Yet the objects are still attached to one another. Any help or guidance?
...ANSWER
Answered 2022-Mar-19 at 07:40See Vertex Specification. You cannot specify 2 vertex array objects at the same time. You have to do this in a row.
The Vertex Array Binding is a global state. Only one VAO can be bound at a time.
When calling OpenGL instructions like glVertexAttribPointer
, glEnableVertexAttribArray
and glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
...)`, the state of the currently bound Vertex Array Object is changed. Note that different VAOs can use the same data buffers.
QUESTION
I have the following vertex and fragment shaders:
SimpleFragmentShader.fragmentshader: ...ANSWER
Answered 2022-Mar-09 at 10:40As mentioned in the comment, the code...
QUESTION
I'm trying to render multiple objects, but only the first object specified is rendering. I have a series of vertices arrays with their corresponding indices in a separate array. According to everything I've read, I simply allot 2 VBOs per object I'm drawing -- one VBO for vertices, one for indices. I generate the buffers and bind them to their respective VAO. When rendering, I then need to have individual draw calls for each object.
This is my code for declaring the needed VAOs and VBOs:
...ANSWER
Answered 2022-Feb-14 at 12:22You cannot bind all the Vertex Array Objects at once. You have to bind the correct Vertex Array Object before the draw call. The current VAO is a global state. Binding a VAO breaks the existing vertex array object binding.
QUESTION
To be clear, I've extensively tested this code and found the issue is somewhere with the code written prior to the WGL code. It's precisely in the WIN32 code. Now I think it could partially be caused by calling gluOrth2D but even then, that shouldn't be the primary cause as far I as I understand. I may figure this out myself just by messing with stuff but considering this issue (that occured in a much larger project) has taken up a lot of my time I thought it was worth posting this encase anyone else runs into the same problem. I'm hoping for an explanation as well as fix/correction.
...ANSWER
Answered 2022-Feb-06 at 10:26So I managed to fix it. They key was in lines 49 and 54. I've commented out the parts that were causing the problem in this sample:
QUESTION
I'm having a problem while converting OpenGL video plugin to support GLES 3.0
So far everything went well, except glTexSubImage2D
the original code uses GL_UNSIGNED_SHORT_1_5_5_5_REV
as pixels type which is not supported in GLES 3.0
the type that worked is GL_UNSIGNED_SHORT_5_5_5_1
but colors and pixels are broken,
so I thought converting the pixels buffer would be fine..
but due to my limited understanding in GL and C++ I didn't succeed to do that.
Pixels process:
- the pixels will be converted internally to 16 bit ABGR as in the Shader comments:
ANSWER
Answered 2022-Feb-02 at 20:59This should be what you're looking for.
QUESTION
I have an OpenGL project where I wanted to wrap all the objects in classes. I started with the VBO. Before wrapping, the code looked something like this:
...ANSWER
Answered 2022-Jan-30 at 03:47Use std::vector &vertices instead of float*
QUESTION
I'm currently working with OpenGL in C++, and I'm trying to debug by identifying what the currently bound vertex buffer and index buffer are. I have three functions.
...ANSWER
Answered 2022-Jan-27 at 21:12See the "Parameters" section here. The symbolic constants used for binding the buffers match the ones used for glGet* (but with a _BINDING suffix).
For the vertex buffer object, use:
QUESTION
In my OpenGL ES 3.0 program I need to have two separate Uniform Buffer Objects (UBOs). With just one UBO, things work as expected. The code for that case looks as follows:
GLSL vertex shader:
...ANSWER
Answered 2022-Jan-26 at 17:21As hinted to by the edit section of the question and by Beko's comment, there are specific alignment rules associated with OpenGL's std140
layout. The OpenGL ES 3.0 standard specifies the following:
- If the member is a scalar consuming N basic machine units, the base alignment is N.
- If the member is a two- or four-component vector with components consuming N basic machine units, the base alignment is 2N or 4N, respectively.
- If the member is a three-component vector with components consuming N basic machine units, the base alignment is 4N.
- If the member is an array of scalars or vectors, the base alignment and array stride are set to match the base alignment of a single array element, according to rules (1), (2), and (3), and rounded up to the base alignment of a vec4. The array may have padding at the end; the base offset of the member following the array is rounded up to the next multiple of the base alignment.
Note the emphasis "rounded up to the base alignment of a vec4". This means every integer in the array does not simply occupy 4 bytes but instead occupies the size of a vec4
which is 4 times larger.
Therefore, the array must be 4 times the original size. In addition, it is necessary to pad each integer to the corresponding size before copying the array content using glBufferSubData
. If that is not done, the data is misaligned and hence gets misinterpreted by the GLSL shader.
QUESTION
I have read and pieced multiple projects together in order to create an x11 window with open gl working, with the preinstalled GL/gl.h and GL/glx.h. The problem I get is that the triangles I want to draw to the screen does not show. What I think is that I have not setup any projecting parameters etc, or that the triangles doesn't get drawn to the space I want to draw to.
I do get a window and I am able to setup xevents that triggers after I have subscribed with eventmasks. Pressing 'esc' key will trigger an event which will in the end call Shutdown()
and break the loop, free up x11 and gl stuff, and lastly exit the program. So the only thing that doesn't work is the drawing to screen stuff which basically is the main point of my program.
How can I resolve this?
main.cpp:
...ANSWER
Answered 2021-Oct-22 at 15:11Your code will not render the triangle, but will generate GL_INVALID_OPERATION
on your glBegin
/glEnd
construct instead. The reason lies here:
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