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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing

    - by Roshan
    I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as GL_TEXTURE_3D the issue does not occurs and it correctly reads the framebuffer contents. glReadPixels(0, 0, GetViewportWidth(), GetViewportHeight(), GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)rendered_pixels); I am using SNORM textures with GL_byte data in glTeximage3D call and I am not calling glPixelStorei, is it because of this? What should be the parameter for pixelstore call?

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • Rotating a Quad around it center

    - by Trixmix
    How can you rotate a quad around its center? This is what im trying to do but it aint working: GL11.glTranslatef(x-getWidth()/2, y-getHeight()/2, 0); GL11.glRotatef(30, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(x+getWidth()/2, y+getHeight()/2, 0); DRAW my main problem is that it renders it off the screen.. draw code: GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, getTexture().getHeight()); GL11.glVertex2f(0, height); GL11.glTexCoord2f(getTexture().getWidth(), getTexture().getHeight()); GL11.glVertex2f(width,height); GL11.glTexCoord2f(getTexture().getWidth(), 0); GL11.glVertex2f(width,0); } GL11.glEnd();

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  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

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  • Rendering only a part of the screen in high detail

    - by Bart van Heukelom
    If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for regular sized screens as well.) Combined with a way to track the viewer's eyes, you could theoretically exploit this and render the graphics away from the viewer's focus with progressively less details and resolution, gaining performance, without losing perceived quality. Are there any techniques for this available or under development today?

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  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • Phone complains that identical GLSL struct definition differs in vert/frag programs

    - by stephelton
    When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 _position; lowp vec4 _ambient; lowp vec4 _diffuse; lowp vec4 _specular; bool _isDirectional; mediump vec3 _attenuation; // constant, linear, and quadratic components }; uniform Light u_light; I know the struct is identical because its included from another file. These shaders work on a linux implementation and on my Android 3.0 tablet. Both shaders declare "precision mediump float;" The exact error is: Uniform variable u_light type/precision does not match in vertex and fragment shader Am I doing anything wrong here, or is my phone's implementation broken? Any advice (other than file a bug report?)

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  • I don't understand why one of my vbo is overwritten by another

    - by Alays
    to create a vbo I use this function: public void loadVBO(){ vboID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buf, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 0); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(3, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4+4*4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } to display a vbo I use this function: public void displayVBO(){ GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL11.glDrawArrays(GL_TRIANGLES, 0, buf.capacity()); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } So when I call map.loadVBO() and then ocean.loadVBO(), I think the second call overwrite the first vbo I don't know how ... When I call map.display() and ocean.display(), I have the ocean draw 2 times .... Thanks.

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  • What is the correct way to use glTexCoordPointer?

    - by RubyKing
    I'm trying to work out how to use this function glTexCoordPointer. The man page states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array: static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, -0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f, 1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly for the fifth element on the 2nd quad first row? I was thinking something like this: glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast<const GLvoid *>(29 * sizeof(float)));

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • How to use GetActiveUniform (in SharpGL)?

    - by frankie
    Generally, guesting is in header. I cannot understand how to use GetActiveUniform function. public void GetActiveUniform(uint program, uint index, int bufSize, int[] length, int[] size, uint[] type, string name); My attempt looks like this (everything is compiled and linked): var uniformSize = new int[1]; var unifromLength = new int[1]; var uniformType = new uint[1]; var uniformName = ""; Gl.GetActiveUniform(Id, index, uniformNameMaxLength[0], unifromLength, uniformSize, uniformType, uniformName); After call I get proper uniformSize, length and type, but not name.

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  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

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  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

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  • Why am I seeing streak artifacts on the cube map I'm rendering?

    - by BobDole
    I'm getting strange streaks on my cube map when rendering to it. He is my code that is being called each frame: void drawCubeMap(void) { int face; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, fbo); //glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); //glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,sizeT, sizeT); for (face = 0; face < 6; face++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubeMapTexture, 0); drawSpheres(); } glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glViewport(0,0,900, 900); } Any idea what it might be? The streaking occurs when I'm rotating the spheres around the main sphere.

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • 3D mobile game development [on hold]

    - by SCM
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: -Is it realistic to have one or two students to do it? and along their other modules at uni? - How much time can it take to develop from scratch? - what are the different skills required? Thank you All SCM

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • What is the correct way to reset and load new data into GL_ARRAY_BUFFER?

    - by Geto
    I am using an array buffer for colors data. If I want to load different colors for the current mesh in real time what is the correct way to do it. At the moment I am doing: glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, colorBuffer); glBufferData(GL_ARRAY_BUFFER, SIZE, colorsData, GL_STATIC_DRAW); glEnableVertexAttribArray(shader->attrib("color")); glVertexAttribPointer(shader->attrib("color"), 3, GL_FLOAT, GL_TRUE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); It works, but I am not sure if this is good and efficient way to do it. What happens to the previous data ? Does it write on top of it ? Do I need to call : glDeleteBuffers(1, colorBuffer); glGenBuffers(1, colorBuffer); before transfering the new data into the buffer ?

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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