opengl-3

.obj : fatal error LNK1107: invalid or corrupt file: cannot read at 0x6592

落爺英雄遲暮 提交于 2019-12-04 05:36:25
I am trying to load an .obj model into my c++ opengl 3 code but for some reason it gives me this error : 1>Linking... 1>.\bunny.obj : fatal error LNK1107: invalid or corrupt file: cannot read at 0x6592 I tried to search for similar errors, but there were about .dll's or .lib's. Can you please help me out with this issue. I have also tried with different obj models but it always gives me this error. You are trying to load your object model with a C++ linker (probably you have just added it to the project, and now it tries to be compiled). The linker can process .obj files, but it waits them to

The simplest, minimalistic, opengl 3.2 cocoa project

天大地大妈咪最大 提交于 2019-12-04 03:31:44
I have used the legacy openGL with cocoa for years, but I'm now struggling to make the transition to openGL 3.2. There are several examples in the internet, but they are all too complex (and many don't even compile any more under XCode 5.1). Could someone write an example of the simplest, minimalistic, minimum cocoa code just to draw a read triangle to a NSOpenGLView? (no fancy shaders, no displayCallbacks, the fewer the code lines, the better). nik https://stackoverflow.com/a/22502999/4946861 In xcode 6.3.2 I got the example running afterreplacement of (id)initWithFrame:(NSRect)frame with

GLSL: “Invalid call of undeclared identifier 'texture2D'”

£可爱£侵袭症+ 提交于 2019-12-04 02:50:20
I'm on a Mac, using Swift, and using OpenGL 3.2. I'm also using XCode 6.1 Beta so I suppose that's the most likely explanation, because it doesn't seem to me like this makes sense. I can't find any evidence that this shouldn't be supported, but this fragment shader is resulting in the error Invalid call of undeclared identifier 'texture2D' during compilation: #version 150 uniform sampler2D usTexture; in vec2 vTextureCoord; out vec4 FragColor; void main() { vec4 color = texture2D(usTexture, vTextureCoord); FragColor = color; } Cripes. Finally found the answer right after I posted the question.

Is SDL Renderer useless if I use opengl for drawing?

僤鯓⒐⒋嵵緔 提交于 2019-12-03 16:42:30
I'm am learning SDL2, but I am also using the imgui library that is using OpenGL calls. From what I read on various blogs online, I can't easily mix SDL2 renderer and opengl calls; I either use one or the other. Most of the tutorials I've read use the renderer, so I do not quite understand how to use SDL2 without the renderer for drawing primitives, or drawing sprites. Take this for example: http://lazyfoo.net/tutorials/SDL/11_clip_rendering_and_sprite_sheets/index.php He creates the sdl renderer: gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED ); Which he then uses to

Using fence sync objects in OpenGL

点点圈 提交于 2019-12-03 14:07:47
I am trying to look for scenarios where Sync Objects can be used in OpenGL. My understanding is that a sync object once put in GL command stream ( using glFenceSync() ) will be signaled after all the GL commands are executed and realized. If the sync objects are synchronization primitives why can't we MANUALLY signal them ? Where exactly this functionality can help GL programmer ? Is the following scenario a correct one ? Thread 1 : Load model Draw() glFenceSync() Thread 2 : glWaitSync(); ReadPixels Use data for subsequent operation. Does this mean that I can't launch thread 2 unless

Can't set desired OpenGL version in QGLWidget

一个人想着一个人 提交于 2019-12-03 12:40:28
问题 I'm trying to use QGLWidget in Qt 4.8.2. I noticed that the default context QGLWidget creates doesn't show any output for OpenGL above 3.1. The Qt wiki has a tutorial that demonstrates using OpenGL 3.3 to draw a simple triangle. When I try to run the tutorial, I get a blank screen. If I change the OpenGL version to 3.1, I get the expected output (a red triangle). My video card supports OpenGL 4.2, and calling QGLFormat::openGLVersionFlags() before creating the QGLWidget shows that Qt detects

What does GLEW do and why do I need it?

主宰稳场 提交于 2019-12-03 10:50:04
问题 Okay, so I already know why I need GLEW, but only up to a point. If I am using modern OpenGL stuff, probably from version 3.0 onwards, and/or am using the Core Profile, then GLEW is required as without it compilation produced error such as glGenVertexArrays was not declared. So GLEW does a bit of background work including the modern OpenGL functions we would like to use, probably. Apart from that, does it do anything else? Also, how does it work. As an example, does it improve cross-platform

glVertexAttribPointer raising GL_INVALID_OPERATION

守給你的承諾、 提交于 2019-12-03 09:26:57
I'm trying to put together a very basic OpenGL 3.2 (core profile) application. In the following code, which is supposed to create a VBO containing the vertex positions for a triangle, the call to glVertexAttribPointer fails and raises the OpenGL error GL_INVALID_OPERATION . What does this mean, and how might I go about fixing it? GLuint vbo, attribLocation = glGetAttribLocation(...); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); GLfloat vertices[] = { 0, 1, 0, 1, 0, 0, -1, 0, 0 }; glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray

OpenGL 3: glBindVertexArray invalidates GL_ELEMENT_ARRAY_BUFFER

試著忘記壹切 提交于 2019-12-03 08:14:40
I was certain that if you bind a buffer via glBindBuffer() , you can safely assume that it stays bound, until the target is rebound through another call to glBindBuffer() . I was therefore quite surprised when I discovered that calling glBindVertexArray() sets the buffer bound to the GL_ELEMENT_ARRAY target to 0. Here's the minimal C++ sample code: GLuint buff; glGenBuffers(1, &buff); std::cout << "Buffer is " << buff << "\n"; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buff); GLuint vao; glGenVertexArrays(1, &vao); GLint bound_buff; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &bound_buff); std:

What is gl_ModelViewMatrix and gl_ModelViewProjectionMatrix in modern OpenGL?

落花浮王杯 提交于 2019-12-03 08:07:31
I have this code which is context "#version 330 core" gl_Position = PerspectiveViewMatrix(90.0, AspectRatio, 0.01, 1000.0 ) * TranslationMatrix(0, 0, -4 -0.35*MouseWheel) * RotationMatrix(MouseMovement.y, X_AXIS) * RotationMatrix(-MouseMovement.x, Y_AXIS) * RotationMatrix(float(Strafing*3), Z_AXIS) * TransformationMatrix * in_Vertex; Which part of it is old gl_ModelViewMatrix and which part is gl_ModelViewProjectionMatrix? (What is gl_ProjectionMatrix that was used to create ModelViewProjection?) I'm not too familiar with GLSL 3.3, but I bet that PerspectiveViewMatrix (is it even builin