opengl-3

glBufferSubData , Haven't implemented type-inference for lists yet - instanced rendering

淺唱寂寞╮ 提交于 2019-12-24 07:57:35
问题 Porting over a chapter 7 example of instanced rendering from Superbible OpenGL 7th ed. and run into a problem with the function glBufferSubData Whatever I do to it, it won't accept the data. Make it into a pointer, a byte string, list itself. Please help any assistance would be very much appreciated. Thank You. Update: Using the excellent answer from Rabbid76 the function glBufferSubData is now accepting the data and the numpy version is very nice, the ctypes version is an insightful answer

glBufferSubData , Haven't implemented type-inference for lists yet - instanced rendering

倾然丶 夕夏残阳落幕 提交于 2019-12-24 07:57:27
问题 Porting over a chapter 7 example of instanced rendering from Superbible OpenGL 7th ed. and run into a problem with the function glBufferSubData Whatever I do to it, it won't accept the data. Make it into a pointer, a byte string, list itself. Please help any assistance would be very much appreciated. Thank You. Update: Using the excellent answer from Rabbid76 the function glBufferSubData is now accepting the data and the numpy version is very nice, the ctypes version is an insightful answer

OpenGL Rendering Context Produces “opcode of failed request 152 (GLX)” (Mesa 8.0 - OpenGL 3.0, Linux)

给你一囗甜甜゛ 提交于 2019-12-24 07:48:54
问题 This one is a huge issue: first off, while I know a little bit about the XLib API, I wanted to test and make sure I could actually create an OpenGL rendering context (3.0) before I did anything, thus I just copied and pasted some test code and ran it. When I run the code, my output is as follows: GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_swap_control GLX_OML

Is it possible to determine the size of the default framebuffer using OpenGL only?

孤人 提交于 2019-12-24 05:16:09
问题 I'm currently developing a game engine/framework for a game I intend to develop. I'm designing the system to be as decoupled as possible via abstract classes and dependency injection. Ideally, I'm aiming for each sub-system to not depend on other parts of the engine. In my rendering system, I'd like to provide the ability to reset the viewport and scissor/clipping area to the size of the currently bound target for rendering (Be it an OpenGL FrameBuffer, Direct3D RenderTarget or the default

Matrix to EulerAngles

混江龙づ霸主 提交于 2019-12-24 01:59:16
问题 I'm trying to extract euler angles from a rotation matrix. My convetions: Matrix column-major, Coordinate System right-handed, Positive Angle right-handed, Rotation Order YXZ (first heading, then attitude, then bank) I've found this, but couldn't use it because they use other axes orders: (http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/index.htm) /** this conversion uses conventions as described on page: * http://www.euclideanspace.com/maths/geometry

LWJGL Projection Matrix - Nothing Happens

て烟熏妆下的殇ゞ 提交于 2019-12-24 01:05:37
问题 Currently, I'm attempting to create a Camera class in LWJGL, but I've been running into a problem with the projection matrix. For some reason, when I try to multiply the vertices by the projection matrix, nothing at all appears on screen. Camera class public class Camera { private Vector3f position, rotation; private Matrix4f view; private final Vector3f xAxis, yAxis, zAxis; private float fov, aspect, zNear, zFar; private Matrix4f projection; public Camera(float fov, float aspect, float zNear

Resource for understanding view, projection, 'virtual camera' in OpenGL or graphics in general [closed]

Deadly 提交于 2019-12-24 00:38:56
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 3 years ago . I noticed most resources either assume you know a lot already or assume you know math of professional level or assume you're going to find other resources to fill gaps. Is there a resource that takes someone without already a knowledge on view matrices in graphics and takes them to understanding fully how to set

Are OpenGL indices and locations the same thing for uniforms and vertex attributes?

坚强是说给别人听的谎言 提交于 2019-12-23 20:12:06
问题 In the OpenGL Reference Pages, some functions are marked as using uniform locations, while other functions are marked as using uniform indices. Are these the same thing? Similarly for vertex attributes, some functions are marked as using vertex attribute indices, while other functions are marked as using vertex attribute locations. Are these the same? 回答1: In your first case, the location for an Uniform is different from the index used for glGetActiveUniform() . For glGetActiveUniform() case,

In OpenGL, what is the simplest way to create a perspective view using only OpenGL3+ methods?

断了今生、忘了曾经 提交于 2019-12-22 11:27:22
问题 This might sound lazy at first, but I've been researching it for 2 days. I have an SDL+GLEW app that draws a primitive. I wanted to make a few viewports in different perspectives. I see the four viewports but I can't change the the perspectives. Assume you have draw(); swapbuffers(); What is the simplest way - in OpenGL3+ spec - to create a perspective viewport (or ideally several ones)? 回答1: The simplest is the only way. Calculate yourself (with some lib, plain math, etc) a projection matrix

wglCreateContextAttribsARB fails on NVIDIA Hardware

断了今生、忘了曾经 提交于 2019-12-22 08:35:33
问题 ContextWin32::ContextWin32(WindowHandle parent, NLOpenGLSettings settings) : IPlatformContext(parent, settings) { int pf = 0; PIXELFORMATDESCRIPTOR pfd = {0}; OSVERSIONINFO osvi = {0}; osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFO); // Obtain HDC for this window. if (!(m_hdc = GetDC((HWND)parent))) { NLError("[ContextWin32] GetDC() failed."); throw NLException("GetDC() failed.", true); } // Create and set a pixel format for the window. pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags