opengl

How to use glDebugMessageControl

∥☆過路亽.° 提交于 2021-02-07 19:20:55
问题 This is based on the debug callback example from https://www.khronos.org/opengl/wiki/Debug_Output and somewhat on https://learnopengl.com/In-Practice/Debugging. Setting up the callback: void GLAPIENTRY MessageCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n", ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ), type, severity,

Syntaxerror 'varying' in GLSL

馋奶兔 提交于 2021-02-07 19:02:55
问题 I'm using GLFW 3 and OpenGL 4 + GLSL 4 on a MacBook Pro. I get the following syntax error, when starting my program: ERROR: 0:5: 'varying' : syntax error syntax error The shader code: #version 410 varying vec3 vertex; void main() { } Why am I not allowed to use varying variables? 回答1: Why am I not allowed to use varying variables? Because they have been replaced by the more generic in / out variable concept since GLSL 1.30. That became necessary because with GL3, the geometry shader was

OpenGL - VAO, VBO, IBO, glDrawElements not displaying

我的未来我决定 提交于 2021-02-07 13:44:59
问题 I am having trouble getting my level data to appear on the screen. I have my shader in use rendering a cube correctly but not the level. Here is the setup for my VBO, VAO and IBO: void ZoneMesh::buildData() { // Create the VBO for this mesh glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Create the IBO glGenBuffers(1, &ibo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); glBufferData(GL_ELEMENT_ARRAY_BUFFER,

OpenGL - VAO, VBO, IBO, glDrawElements not displaying

跟風遠走 提交于 2021-02-07 13:44:11
问题 I am having trouble getting my level data to appear on the screen. I have my shader in use rendering a cube correctly but not the level. Here is the setup for my VBO, VAO and IBO: void ZoneMesh::buildData() { // Create the VBO for this mesh glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Create the IBO glGenBuffers(1, &ibo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); glBufferData(GL_ELEMENT_ARRAY_BUFFER,

Cannot run JavaFX app on docker for more than a few minutes

。_饼干妹妹 提交于 2021-02-07 12:19:43
问题 I developed an application used as a communication service for a separate web app. I had 0 issues "dockerizing" the web app but the service is proving to be a nightmare. It is based on JavaFX and there is a property that can be set by the user in the config file that makes it so the app does not initialize any windows, menus, containers, etc. This "headless" mode (not sure that is truly headless...) effectively turns the service app into a background service. Let me also preface this by

Cannot run JavaFX app on docker for more than a few minutes

房东的猫 提交于 2021-02-07 12:19:34
问题 I developed an application used as a communication service for a separate web app. I had 0 issues "dockerizing" the web app but the service is proving to be a nightmare. It is based on JavaFX and there is a property that can be set by the user in the config file that makes it so the app does not initialize any windows, menus, containers, etc. This "headless" mode (not sure that is truly headless...) effectively turns the service app into a background service. Let me also preface this by

Using GL_SRC1_COLOR in glBlendFunc()

孤街浪徒 提交于 2021-02-07 09:59:10
问题 I am using glBindFragDataLocationIndexed() and writing two colors in fragment shader. Following is my code : glBindFragDataLocationIndexed(shader_data.psId, 0, 0, "Frag_Out_Color0"); glBindFragDataLocationIndexed(shader_data.psId, 0, 1, "Frag_Out_Color1"); glActiveTexture ( GL_TEXTURE0 ); LoadTexture(texture1); glBindTexture ( GL_TEXTURE_2D, tex_id1); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, texture1_data); glActiveTexture ( GL_TEXTURE1 );

Using GL_SRC1_COLOR in glBlendFunc()

痞子三分冷 提交于 2021-02-07 09:57:56
问题 I am using glBindFragDataLocationIndexed() and writing two colors in fragment shader. Following is my code : glBindFragDataLocationIndexed(shader_data.psId, 0, 0, "Frag_Out_Color0"); glBindFragDataLocationIndexed(shader_data.psId, 0, 1, "Frag_Out_Color1"); glActiveTexture ( GL_TEXTURE0 ); LoadTexture(texture1); glBindTexture ( GL_TEXTURE_2D, tex_id1); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, texture1_data); glActiveTexture ( GL_TEXTURE1 );

JOGL/OpenGL VBO - How to render vertices?

*爱你&永不变心* 提交于 2021-02-07 09:41:55
问题 3I have the following SceneRenderer class, implementing GLEventListener. I think I understand the process of creating buffers, storing pointers to those buffers and filling those buffers with data (see init method). Where I struggle is the display() method. I've tried almost every combination of EVERYTHING i found on the internet and I'm still not able to draw anything. Could someone explain me what to do now, with all the buffers filled with data waiting to be rendered ? package cz.pscheidl

Looking for a simple OpenGL (3.2+) Python example that uses GLFW [closed]

僤鯓⒐⒋嵵緔 提交于 2021-02-07 06:25:09
问题 Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 7 years ago . Improve this question I am looking for a simple modern OpenGL (3.2+)example in Python. I tried with GLUT and freeGLUT, but I am not able to get a 3.2 context on OS X (Mavericks). (This seems to be a known issue with GLUT/freeGLUT). GLFW seems to be a modern lightweight alternative to