tao-framework

OpenGl 16 bit display via Tao/C#

倾然丶 夕夏残阳落幕 提交于 2020-01-02 14:10:14
问题 I have some scientific image data that's coming out of a detector device in a 16 bit range which then gets rendered in an image. In order to display this data, I'm using OpenGL, because it should support ushorts as part of the library. I've managed to get this data into textures rendering on an OpenGL 1.4 platform, a limitation that is a requirement of this project. Unfortunately, the resulting textures look like they're being reduced to 8 bits, rather than 16 bits. I test this by generating

Open GL Lighting Difficulties

泪湿孤枕 提交于 2019-12-14 03:58:00
问题 Background Currently I am esentially making a CAD viewer which will be used in a larger system. I have been reading a ton of information about learning Open GL and I am quite far along. I can import the file, display it, and navigate using keyboard controls. I am trying hard to understand and set up proper lighting now. Problem After some discussion bellow, I realize that I don't have a shader loaded which is why I am having my problems. In doing some research I have found some shader files,

Open GL Positioning Lighting at camera always

别等时光非礼了梦想. 提交于 2019-12-12 02:44:50
问题 Background I am attempting to make a CAD viewer to which I can bring in an STL file and simply rotate, pan, etc. This shouldn't be anything that advanced like a game. I was having difficulty with lighting which can be seen in a previous post: Previous Post Problem Basically I have light on now, and I have my pop and push matrix call outs in the right place. All I am trying to do now is to optimize my lighting to be like a CAD environment. Correct me if I am wrong but I believe the best

OpenGl 16 bit display via Tao/C#

牧云@^-^@ 提交于 2019-12-06 12:49:03
I have some scientific image data that's coming out of a detector device in a 16 bit range which then gets rendered in an image. In order to display this data, I'm using OpenGL, because it should support ushorts as part of the library. I've managed to get this data into textures rendering on an OpenGL 1.4 platform, a limitation that is a requirement of this project. Unfortunately, the resulting textures look like they're being reduced to 8 bits, rather than 16 bits. I test this by generating a gradient image and displaying it; while the image itself has each pixel different from its neighbors,

When Should One Call glGetError?

不想你离开。 提交于 2019-12-03 07:11:52
问题 glLoadIdentity says GL_INVALID_OPERATION is generated if glLoadIdentity is executed between the execution of glBegin and the corresponding execution of glEnd . But GL_INVALID_OPERATION is a flag returns by glGetError. My question is, when should we call glGetError ( in order to know whether we are calling opengl in correct sequence)? 回答1: I'm not sure if your question is about when you can call glGetError if inside glBegin/End or whether it's a more general question about glGetError usage in

When Should One Call glGetError?

跟風遠走 提交于 2019-12-02 20:43:05
glLoadIdentity says GL_INVALID_OPERATION is generated if glLoadIdentity is executed between the execution of glBegin and the corresponding execution of glEnd . But GL_INVALID_OPERATION is a flag returns by glGetError . My question is, when should we call glGetError ( in order to know whether we are calling opengl in correct sequence)? I'm not sure if your question is about when you can call glGetError if inside glBegin/End or whether it's a more general question about glGetError usage in general. So I'll answer both. What you can do between glBegin and glEnd is very limited. This is on purpose

Error with tao SimpleOpenGlControl

廉价感情. 提交于 2019-12-02 05:19:52
问题 I am creating an usercontrol contains a "Tao.Platform.Windows.SimpleOpenGlControl". In my control's constructor, I have { InitializeComponent(); simpleOpenGlControl1.InitializeContexts(); } My problem: When I use the control on a "Windows Forms Application" it's ok, but if I put the computer at hibernate or sleep mode, when visual studio is open and form that contains the control, is in design mode, the next time I turn it on this error comes up: Fatal Error can not activate the gl rendering

Error with tao SimpleOpenGlControl

痞子三分冷 提交于 2019-12-02 02:00:16
I am creating an usercontrol contains a "Tao.Platform.Windows.SimpleOpenGlControl". In my control's constructor, I have { InitializeComponent(); simpleOpenGlControl1.InitializeContexts(); } My problem: When I use the control on a "Windows Forms Application" it's ok, but if I put the computer at hibernate or sleep mode, when visual studio is open and form that contains the control, is in design mode, the next time I turn it on this error comes up: Fatal Error can not activate the gl rendering context and visual studio is not responding! What's wrong here? I am doing something wrong? exwaiz I am