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91
OpenGL / Re: Lines appearing next to a texture
« Last post by KLMNT on August 05, 2018, 21:51:49 »
It has probably nothing to do with the image itself (unless you actually have those lines IN your image but I guess you dont) but with the way the texels are rasterized. Clamping only works if the area of the texture that you are drawing is equal to the entire size of the texture. If you are using a texture atlas and only drawing a portion of it clamping will not help. In this case you need to either change the filters to a nearest neighbour filter or add a transparent border around each part of the texture atlas.
Ok, let me see I actually understood that as a newbie that I am.
The problem is not from the image but from how openGL is interpreting the image and translating its data into actual pixel to the screen.By using a texture atlas I don´t really know what you mean, but I´d say I´m not. I have 2 methods defined for drawing images, one that allows me to define the actual size I want to draw the image at, and the other one uses the actual image size, but both seem to make the lines appear (btw, I´m trying to keep this royect with a high level of abstraction, so I´m using slick´s resource loader to load the image and whatnot).
So please, could you detail a bit more the infor you just gave me, because didn´t really caught the second part.
Also, I don´t know if this:

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

is setting the filter to nearest neighbor as you sugested, but it still doesn´t work :(
92
Vulkan / Acces Violation Error when call vkGetDeviceQueue
« Last post by Matthew_VK on August 05, 2018, 21:49:49 »
Hello Everyone! I've got a problem with creating VkQueue by call vkGetDeviceQueue(), I tried nvkGetDeviceQueue() too. When I run application I get error written to file, whitch contains this paste https://pastebin.com/hZpb3YfU . I tried to combine example code and mine, but still not works... My code: https://pastebin.com/WDC6sUNG I showed every function of my code but important are only initializeRenderer and createQueue. Don't pay attention on function names, they're temporary.

Ps. Wanted to add that I tried to update lwjgl libs, update Java, copy some of example code, restarting pc, reinstalling drivers and VulkanAPI.
93
Bug Reports / RFE / Re: BGFX shaderc
« Last post by spasi on August 05, 2018, 20:38:25 »
My problem is that the LWJGL distribution does not contain the shader compiler, a standalone executable. There are two other tools in BGFX (texture packer, mesh packer), but those are not essential. The shader compiler is needed tho, without it its not possible to convert from the library's proprietary shader format to a runtime format required by the platform.

I found an older version of the executable and managed to compile for DX9, but the compiled shader for DX12 isn't what its supposed to be. I presume i would need a shader compiler matching the BGFX version that is bundled in LWJGL.

I could try to compile it myself, but that is hassle i would rather not do.

LWJGL does not distribute these tools because they're quite large and are supposed to be used offline. You make a good point about the BGFX version though and building them is indeed a hassle. I'll see what I can do. They won't be added to the bgfx artifacts, but you'll be able to download them, using the LWJGL website's file browser for example.

Another question is if the bundled BGFX was compiled with specific parameters, as i can't get OpenGL or Vulcan working on windows. OpenGL just crashes, and Vulcan shows a blank window.

Nope. You can examine the build script here. The OpenGL backend works fine for me on Windows (the HelloBGFX sample in the LWJGL 3 repository at least). The Vulkan backend is not supported yet, see #274 for more information.
94
OpenGL / Re: Lines appearing next to a texture
« Last post by Cornix on August 05, 2018, 19:52:47 »
It has probably nothing to do with the image itself (unless you actually have those lines IN your image but I guess you dont) but with the way the texels are rasterized. Clamping only works if the area of the texture that you are drawing is equal to the entire size of the texture. If you are using a texture atlas and only drawing a portion of it clamping will not help. In this case you need to either change the filters to a nearest neighbour filter or add a transparent border around each part of the texture atlas.
95
OpenGL / Re: Lines appearing next to a texture
« Last post by KLMNT on August 05, 2018, 18:23:55 »
You were right! I had only imported GL11, tho, GL_CLAMP_TO_EDGE is from GL12, not GL13.
But still, the problem persists, I´ve tried just clamp, clamp to border, to edge and nothing.
Although, after trying with an image from the internet, it didn´t show up those lines, whereas with my handmade images it does.
Is there a magic trick in the way you export the file to a PNG so the lines don´t show up that I´m unaware?
96
OpenGL / Re: Get the size of uniforms
« Last post by xenoliss on August 05, 2018, 17:50:24 »
I'm going to read it again. Thank you  :)
97
OpenGL / Re: Get the size of uniforms
« Last post by KaiHH on August 05, 2018, 17:43:43 »
Then please read and follow that lighthouse3d tutorial again, and make sure you follow it exactly to the point. You are missing the GL call I mentioned in the other link. Please see the section "Setting and Updating the Buffer".
98
OpenGL / Re: Get the size of uniforms
« Last post by xenoliss on August 05, 2018, 17:41:52 »
Thanks for your help KAIHH.

I already read this tutorials and this one : https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL , as well as the one in "OpenGL programming Guide (OpenGL version 4.5)" and the one in "OpenGL 4 shading Language CookBook" and I think I understood the basics of uniforms blocks in GLSL but still I can't get the size of each uniform in my uniform block... I'm missing something  :-\
99
OpenGL / Re: Get the size of uniforms
« Last post by KaiHH on August 05, 2018, 17:31:49 »
Read:
- http://www.lighthouse3d.com/tutorials/glsl-tutorial/uniform-blocks/
- https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGetActiveUniformBlock.xhtml

You should really first google a few tutorials about Uniform Blocks. Just google "OpenGL Uniform Blocks" and read the first few results.
100
Bug Reports / RFE / BGFX shaderc
« Last post by VeAr on August 05, 2018, 17:14:10 »
Hi.

I was experimenting with BGFX, it looks like a promising cross-platform graphics middleware.

My problem is that the LWJGL distribution does not contain the shader compiler, a standalone executable. There are two other tools in BGFX (texture packer, mesh packer), but those are not essential. The shader compiler is needed tho, without it its not possible to convert from the library's proprietary shader format to a runtime format required by the platform.

I found an older version of the executable and managed to compile for DX9, but the compiled shader for DX12 isn't what its supposed to be. I presume i would need a shader compiler matching the BGFX version that is bundled in LWJGL.

I could try to compile it myself, but that is hassle i would rather not do.

Another question is if the bundled BGFX was compiled with specific parameters, as i can't get OpenGL or Vulcan working on windows. OpenGL just crashes, and Vulcan shows a blank window.
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