I’ve never heard of that, but it looks promising, thanks Mason :)On Sat, Nov 19, 2011 at 8:58 AM, Mason Wheeler wrote:
Have you tried running your program under gDEBugger? It’s a specialized
debugger specifically for OpenGL, and it can help you catch a lot of stuff.
From: Alex Barry <@Alex_Barry>
****Subject: Re: [SDL] Help with SDL 1.3 and OpenGL 3.3/GLSL3.3core
Hi, me again,
So, now I’ve debugged the crap out of my OpenGL code, and rooted out all
the errors, but I still have the misfortune of having nothing rendered to
my screen.
Any help reviewing my code would be greatly appreciated. If this is out
of scope for the SDL mailing list, I understand, and I’ll repost in a more
appropriate forum.
Thanks ladies and gents,
-Alex
On Fri, Nov 18, 2011 at 12:50 PM, Alex Barry <@Alex_Barry> wrote:
So, the shader issue was glew’s experimental option gone wrong, so I
stopped using that, (the call was glewExperimental = GL_TRUE; in
sdlapp.cpp:51, for those interested). I was still getting rendering
issues, but it turns out the issue is that I need a bound VAO (vertex array
object), so I got that, and I think I have it sorted out.
Thanks for the help, Forest,
-Alex
On Thu, Nov 17, 2011 at 6:22 PM, Alex Barry <@Alex_Barry> wrote:
So, i just put in a crap load of glGetError checks, and here is the
problem (glshader.cpp:77-78):
this->shader_vp = glCreateShader(GL_VERTEX_SHADER);
undeadland::logEnterFromGlError( glGetError(),
“(glshader.cpp:77->glCreateShader)” );
I get an error about the enumeration value, GL_VERTEX_SHADER, which is the
correct value, according to
http://www.opengl.org/sdk/docs/man/xhtml/glCreateShader.xml
Did I miss something to be able to use GL_VERTEX_SHADER?
Any help would be appreciated,
-Alex
On Thu, Nov 17, 2011 at 3:17 PM, Forest Hale wrote:
I briefly glanced at the code and don’t notice anything out of the
ordinary at a glance, but why are you not checking glGetError() after each
gl call? It is often the first step in debugging OpenGL problems.
If you were not targeting GL3.3core I would suggest doing some simpler
debugging tests with glBegin and such.
In any case these are the usual suspects:
glClear - make sure your glDepthMask and glColorMask and glStencilMask and
such are TRUE before you clear the corresponding buffer bit or it won’t
work.
glScissor - make sure your glScissor includes the area you wish to render
into, if GL_SCISSOR_TEST is enabled at least.
glUniformMatrix - make sure your matrix is good, and not transposed.
glColorMask/glDepthMask/**glStencilMask - make sure you have the write
masks enabled that you think you do
When in doubt I often fall back to reproducing the same intended result by
other means, like doing a screen coordinate transform in software
(equivalent to gluProject stuff) to make sure I have everything right
(checking if the pixel coords are in bounds, etc).
On 11/17/2011 08:41 AM, Alex Barry wrote:
Hi,
I don’t know if this is the right place to post this, as it’s not
necessarily an SDL issue, but I’m stuck trying to render a land-mesh, which
for some reason just won’t render.
I have the project on github, and it can be found here:
https://github.com/mrozbarry/**procworldhttps://github.com/mrozbarry/procworld(if you see any code you like, you can steal it - I currently don’t have a
license for this source, so
while the getting is good… :P)
So, I was originally doing a huge triangle mesh to try and render that,
and I got frustrated with it, so I re-coded it into a point cloud, just to
get the rendering done, and it still doesn’t work.
The opengl/sdl code is spread between a few different files:
- sdlapp.* has most of the SDL centric code in it - I don’t think the
issue is here, but maybe I’m wrong…
- glshader.* has the shader loading/validation routines, which also
seems to work fine
- landscape.* generates the landscape, and has the rendering routine in
it
- camera.* has most of the matrix transforms in it
I’ve been banging my head over this for a few days, and can’t get anything
to render at all. What’s more frustrating is that I am helping convert
some of the tutorials from
http://www.opengl-tutorials.org/ , and I’m using a similar sdlapp setup,
and it works perfectly, and everything displays.
I’ll be the first to admit that I’m not a guru or anything in OpenGL, and
especially GLSL (the only opengl i’ve done up to this point has been OpenGL
1.1), so any help would be great.
Take care, gents,
-Alex
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