opengl

glfwOpenWindowHint not declared in this scope GLFW3 & GLEW

二次信任 提交于 2021-02-07 06:18:08
问题 Following some OpenGL tutorials for OpenGL 3+, Right out of the gate, I've run into some discrepancies, here is the code I managed to get, but right out of the gate, I'm getting this massive slew of errors, none of which say it can't find the included headers, but merely that the headers don't define the core functions. #include <stdio.h> #include <stdlib.h> #include <GL/glew.h> #include <GL/glfw3.h> #include <glm/glm.hpp> int main(){ // Initialise GLFW if( !glfwInit() ) { fprintf( stderr,

Electron OpenGL for MacOs Catalina

假如想象 提交于 2021-02-07 05:33:43
问题 I am building an electron application, however i have an error which makes rendering painfully slow and causing high cpu usage [1] Unable to create basic Accelerated OpenGL renderer. [1] Unable to create basic Accelerated OpenGL renderer. [1] Core Image is now using the software OpenGL renderer. This will be slow. i try to find out however i couldn't find a answer about the problem. Anyone have any idea about this problem ? 回答1: Apple deprecated OpenGL in favor of Metal. https://www.macrumors

Electron OpenGL for MacOs Catalina

拜拜、爱过 提交于 2021-02-07 05:31:19
问题 I am building an electron application, however i have an error which makes rendering painfully slow and causing high cpu usage [1] Unable to create basic Accelerated OpenGL renderer. [1] Unable to create basic Accelerated OpenGL renderer. [1] Core Image is now using the software OpenGL renderer. This will be slow. i try to find out however i couldn't find a answer about the problem. Anyone have any idea about this problem ? 回答1: Apple deprecated OpenGL in favor of Metal. https://www.macrumors

Possible causes of cyclic FPS drops?

孤街浪徒 提交于 2021-02-06 20:07:52
问题 I was writing a new code base in opengl and have encountered a weird bug very early on. It is a distinct fluctuation in framerate that is repetitive and predictable. I know that it is definitely proportional to objects rendered. It is also proportional to screen size (not viewport size, not window size, just physical device size) It is roughly a ratio of 0.2:1 (low:high) frames I got curious and graphed it, bear in mind that the window/context isn't vsynced or capped. The view is completely

Possible causes of cyclic FPS drops?

流过昼夜 提交于 2021-02-06 19:57:50
问题 I was writing a new code base in opengl and have encountered a weird bug very early on. It is a distinct fluctuation in framerate that is repetitive and predictable. I know that it is definitely proportional to objects rendered. It is also proportional to screen size (not viewport size, not window size, just physical device size) It is roughly a ratio of 0.2:1 (low:high) frames I got curious and graphed it, bear in mind that the window/context isn't vsynced or capped. The view is completely

Cube using single GL_TRIANGLE_STRIP

青春壹個敷衍的年華 提交于 2021-02-06 09:50:05
问题 Is it possible to draw a whole cube using just a single GL_TRIANGLE_STRIP ? Obviously it's just the cube combinatorics I'm concerned about here, it might as well be stretched into any kind of box or similar object. 回答1: From the paper Optimizing Triangle Strips for Fast Rendering by Evans, Skiena, and Varshney: 回答2: For those of you who are lazy (like me), here's a copy-paste version of rob mayoff's answer ;) static const GLfloat cube_strip[] = { -1.f, 1.f, 1.f, // Front-top-left 1.f, 1.f, 1

Tkinter OpenGL context in Python

岁酱吖の 提交于 2021-02-05 19:56:38
问题 I need to create an OpenGL context in Tkinker, for using it with PyOpenGL Python module. Tkinker doesn't natively support OpenGL context, but I found this page on PyOpenGL docs, explaining how to use a wrapper included in the module for this: http://pyopengl.sourceforge.net/documentation/context/ I tried to run the provided code but I got a message saying TOGL module was not found. I downloaded the module from http://togl.sourceforge.net/, but couldn't get it to work. PS. I did the test on

What is the difference between OpenCL and OpenGL's compute shader?

可紊 提交于 2021-02-05 12:54:07
问题 I know OpenCL gives control of the GPU's memory architecture and thus allows better optimization, but, leaving this aside, can we use Compute Shaders for vector operations (addition, multiplication, inversion, etc.)? 回答1: In contrast to the other OpenGL shader types, compute shaders are not directly related to computer graphics and provide a much more direct abstraction of the underlying hardware, similar to CUDA and OpenCL. It provides customizable work group size, shared memory, intra-group

Display 2D text with freeglut, using OpenGL

懵懂的女人 提交于 2021-02-05 09:24:42
问题 I'm pretty new into this and I'd like to display fixed location 2D texts (like level, life, score etc.) on my game's screen which is basically a 3D game. I have found a few similar questions but still could not figure out the solution for me. I mainly use GLFW for everything but I'd like to use glut for displaying texts. I have a funcion (based on a few other questions I've found here) to try out how it works but I'm not sure how exactly can I make it to actually display because now

OpenGL texture rendering does not match original

允我心安 提交于 2021-02-05 09:16:26
问题 I am trying to render a texture with OpenGL. The texture I am using as a test is a bunch of black rectangles on a white background, as follows: However, when rendering, the texture seem to be duplicated and overlayed multiple times on top of itself: I set the scene up using: std::string vertexSource = ShaderLoader::load("vertexSource.vert"); const char* vsource = vertexSource.c_str(); std::string fragmentSource = ShaderLoader::load("fragmentSource.frag"); const char* fsource = fragmentSource