opengl

VC基于单文档OpenGL框架

纵然是瞬间 提交于 2021-02-19 11:44:58
本文是在VC6.0的环境下,运用MFC实现的OpenGL最基本框架,需要简单了解MFC编程(会在VC6.0里创建MFC单文档应用程序就行),甚至不必了解OpenGL的知识。以下是具体的步骤。 1 、创建 MFC 单文档应用程序 2 、添加 lib Project->Setting->Link 添加 " *.lib " opengl32.lib glu32.lib glut32.lib glaux.lib 以上的 lib文件需要存在于 VC6.0安装好的目录下的 lib文件夹底下,例如: C:\Program Files\Microsoft Visual Studio\VC98\Lib 如果一些lib文件没有,可以去网上搜下,自己下载。 3 、在 stdafx.h 中添加 OpenGL 头文件 // OpenGL Headers #include <gl\gl.h> // OpenGL32库的头文件 #include <gl\glu.h> // GLu32库的头文件 #include <gl\glut.h> // OpenGL实用库的头文件 #include <gl\glaux.h> // GLaux库的头文件 以上的头文件需要存在于 VC6.0安装好的目录下的 Include下的 GL文件夹下,例如: C:\Program Files\Microsoft Visual Studio

Using gluLookAt() causes the objects to spin

醉酒当歌 提交于 2021-02-19 07:54:18
问题 I am making a game using OpenGL with Pygame. So far I was able to make cubes appear and make a cross hair. When I tried to implement looking around, things got... weird. I would run it and without even moving my mouse it would start spinning the screen everywhere when I used the gluLookAt() function. When I took that out, it worked but I couldn't look around. I was doing some testing and I even put in set data values to the function just to make sure that they were not changing and it still

What does major and minor mean in OpenGL with GLFW?

为君一笑 提交于 2021-02-19 06:05:26
问题 I was creating an OpenGL window with GLFW on some Dell PC that used integrated graphics. I thought that major means maximum and minor means minimum. However having a restricted version range of (3,3) works but a range that contains it such as (4,2) fails. Example: //fails glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //fails glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); //success glfwWindowHint

glGenFramebuffers() access violation when using GLFW + GLEW

╄→гoц情女王★ 提交于 2021-02-19 03:39:07
问题 I am getting this error: "Access violation executing location 0x00000000." when I use GLFW + GLEW on Windows. I am using Windows 7. I also have my own implementation (from scratch) that that creates a window, initializes OpenGL context, initializes GLEW, etc... and everything works fine. So of course my video card has the Frame Buffer capability and everything is pretty fine with the drivers... the problem only happens when I try to use GLFW. Any suggestion? The code: void start() { if(

Sampling from a texture in OpenGL is black

眉间皱痕 提交于 2021-02-18 18:12:15
问题 I'm trying out my hand at graphics, following a tutorial at http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_06 Problem: When I try to texture my cube, my sample is black. Screenshot: http://puu.sh/2JP1H.jpg (note: I set blue = uv.x to test my UVs) I looked at the threads OpenGL textures appear just black, and Texture is all black, but it seemed they had different problems. First I load my texture using SOIL image loading library: int w, h; unsigned char* img = SOIL_load

Sampling from a texture in OpenGL is black

大兔子大兔子 提交于 2021-02-18 18:11:37
问题 I'm trying out my hand at graphics, following a tutorial at http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_06 Problem: When I try to texture my cube, my sample is black. Screenshot: http://puu.sh/2JP1H.jpg (note: I set blue = uv.x to test my UVs) I looked at the threads OpenGL textures appear just black, and Texture is all black, but it seemed they had different problems. First I load my texture using SOIL image loading library: int w, h; unsigned char* img = SOIL_load

Sampling from a texture in OpenGL is black

与世无争的帅哥 提交于 2021-02-18 18:07:23
问题 I'm trying out my hand at graphics, following a tutorial at http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_06 Problem: When I try to texture my cube, my sample is black. Screenshot: http://puu.sh/2JP1H.jpg (note: I set blue = uv.x to test my UVs) I looked at the threads OpenGL textures appear just black, and Texture is all black, but it seemed they had different problems. First I load my texture using SOIL image loading library: int w, h; unsigned char* img = SOIL_load

Why is origin usually top left corner in painting APIs when logically and native GL is at bottom left corner?

情到浓时终转凉″ 提交于 2021-02-18 17:10:44
问题 I notice that a lot of drawing APIs have their 0,0 origin at the top left corner, so y actually goes down as it increases. I wonder why is that? Any particular advantage to not working in what I personally consider to be more logical bottom left corner (the origin of a regular x/y grid), which also happens to be the native representation of coordinates in hardware rendering APIs? Or maybe it has something to do with the way scanline rendering or even display refresh goes? 回答1: 2D raster

QT编译错误:Project ERROR: This example requires Qt to be configured with -opengl desktop

有些话、适合烂在心里 提交于 2021-02-18 12:30:48
学习QT场景视图,对一个Boxes的例子比较感兴趣,于是去编译学习,结果编译不能通过(使用的是QT5.12): Project ERROR: This example requires Qt to be configured with -opengl desktop 我尝试在*.pro文件中加入 -opengl desktop,不管用! 在知乎上 查到 : “-opengl desktop”只是一个configure的选项,编译Qt库时设置的。 或者你说像5.4预编译的qt-opensource-windows-x86-msvc2013_opengl-5.4.2.exe?5.5中默认使用了“-opengl dynamic”了。 看来只能重新编译一遍QT的源代码来获得了~(对此我后来进行了尝试: https://www.cnblogs.com/MakeView660/p/10416924.html ) 编译QT源码配置关于OpenGL的支持选项说明如下(QT5.12版本 configure -h截图):Linux环境默认是支持 -opengl desktop的 回到家,我又重新安装了QT4.8.6以及QT Creater4.2.2,这下就可以查看Boxes例子了,直接编译成功! 来源: oschina 链接: https://my.oschina.net/u/4277132/blog

VS2015+ Opengles 2.0 和opengles 3.0、VS2015 + opengl 环境配置

无人久伴 提交于 2021-02-18 04:03:01
VS2015 + opengl 详见网址: https://blog.csdn.net/so_geili/article/details/51685005 https://blog.csdn.net/niukaoying6674/article/details/79915808 使用时需要添加依赖项如图: VS2015 + opengles 3.0 详见网址: https://blog.csdn.net/dardgen2015/article/details/51563914 VS2015 + opengles 2.0 详见网址: https://blog.csdn.net/linshuhe1/article/details/51064322、https://blog.csdn.net/u013015629/article/details/66475507 简单拷贝备用: 下载AMD的OpenGL ES2.0的模拟器,下载地址: http://www.opengles-book.com/ESEmulator.2009-04-28-v1.4.APRIL_2009_RELEASE.msi 下载《OpenGL ES2.0 Programming guide》里的例子代码,下载地址: http://www.opengles-book.com/OpenGL_ES_Programming