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<0> i have installed mingw C compiler on windows xp. i can not compile opengl programs because i don't have gl.h, glu.h etc. where can i download the opengl libraries and headers? <1> Are you sure you don't have that in {foo}/include/GL ? I thought it came with mingw <0> maybe i didn't get al the packages <1> I'm quite sure it was part of the mingw distribution when I had to compile on windows, you are looking for a include/GL directory, right? <1> Oh, and the libraries are called libopengl32.a instead of the usual libGL.a, so that might be why you weren't finding them <1> ( libglu32.a, libglut32.a as well ) <0> aah <0> i came a bit further now <0> +nst)] <0> [#opengl] <0> oops <0> "undefined reference to __glutCreateMenuWithExit" etc <1> -lglut32 <0> i did add that and then i got rid of about half of those messages <1> If you still got some, you might need to update glut <1> I would personally recommend to use SDL eventually, though
<0> hmm, i just downloaded the newest version <0> sdl? <0> libsdl.org? <1> Right <0> oh <0> well, i am just trying to learn opengl <1> *nods* Stick to glut for a bit then <0> i just need to find out how to go about this error <0> the only thing that was missing was glut.h <0> so i downloadde the glut 3.7 from opengl.org <0> and put it in include/glut.h <1> I never used glut myself, I couldn't be of much help there <0> and then that one worked <2> I did use glut but that was a long time ago <2> also, that has nothing to do with opengl and everything to do with your knowledge of your compiler and linker <0> Maloeran: i think i know what's wrong <0> Maloeran: i found a website that says "If these are the only three undefined references then you probably linked with -lglut32 instead of glut32.lib"... and those are the messages i get <1> That doesn't make any sense. Just throw the "menu" stuff out of the window anyway <0> menu? <3> o.O <0> ``Erik: shake your booty! <3> mwahahahaha <3> do vegetarians eat animal crackers? <4> yea but they give them bad guys <4> g*** <4> gas <5> Afternoon <5> I'm trying to work with OpenGL. P***ing my vertex data to the DirectX driver I have results in seeing what I expect, however, when trying to p*** the data to the opengl version, i only have a black screen. <5> I'm alittle bit confused as to where to look or how to easily pinpoint the failure <5> It appears to initialize properly and is sending vertices via glVertex3fv <1> You do know that matrices are handled differently by the two APIs, right? <5> yes, however it is going thru a conversion in the d3d one <5> actually trying to debug the other programmer's code as he is a bit lost as to why it doesnt work <1> glClearColor(), glClear(), anything else than black? <5> if i set those to white, i just get white. i tried forcing the clear to white and triangles to black. no dice <1> So the setup is indeed fine. You are aware that identity matrices in ogl "look" at -Z? <5> i just flipped the frontface to gl_ccw and started getting data. on gl_cw it was a bit empty. might be on the right track now <5> I'll continue working on this. It's a pain due to the incoming data needing to be parsed and figured out (on a command type structure) <1> Mmhm, good luck <6> quick question to anyone thats here .. <6> under windows <6> will wglGetProcAddress get the address of opengl 1.1 functions <7> dunno.. try it? <6> may as well spose :] <6> hm <6> fail :/ <8> from msdn: "The wglGetProcAddress function returns the address of an OpenGL extension function for use with the current OpenGL rendering context." <6> yeh i know <6> i was hoping it may work with non extensions of 1.1 <6> ;/ <8> do you want to dynamically load opengl? <6> what do u mean by dynamically ? <8> well, usually you would tell your compiler to link with opengl32.lib <8> thats static linking <6> yup <8> so if opengl32.dll does not exist, your program wont start <6> yeh <8> dynamic means, you load the dll, the functions etc "manually" at runtime
<6> i'll tell u what im doing exactly <8> and if the dll does not exist, you can catch that <6> writing this opengl wrapper which lets u run programs in stereo :p <6> old screenshot ->http://img297.imageshack.us/img297/6505/untitledfb6.png <6> it works pretty well, but immediate mode is SLOW cause the data gets copied about all over the place <6> goes like wrapper -> copied once or twice -> real opengl32.dll -> the driver <6> so ends up butchering the frame rate <6> was wondering if could just skip the opengl32.dll totally and get the function straight from the driver to try and speed things up <8> ooh and you want the adresses of the functions in the actual icd? <6> yeh <8> gotcha .. dont have any experience with that <8> but <8> i doubt thats your problem <6> i ***ume that is what wglgetprocaddress does with all the extensions <8> otherwise, it would be a problem in any opengl program already <6> well <6> its a bigger problem for me <6> because to render stereo u have to p*** the data twice <8> but dont you have to do this either way? <6> what u mean <8> what im getting at: the detour thru opengl32.dll is not really a bottleneck <8> the real bottleneck is the duplicate render, whether you p*** it thru opengl32.dll or not <6> well <6> put it this way <6> if i render with say um <6> gldrawelements <6> its like <6> 300% faster than immediate mode using stereo <6> and without my opengl wrapper <6> the difference is 20% at most ;p <8> hmm cant follow .. what are you comparing? <8> oh wait, youre comparing gldrawelements with multiple glvertex? <6> yeh <6> like .. take the screenshot of quake3 <8> well, thats not really surprising .. youre setting up a case where function calls do matter <6> it has serveral rendering modes <6> u can render with immediate mode, or gldrawelements <6> gldrawlements is naturall faster maybe 20% faster <6> but when i render with my wrapper that difference becomes, m***ive <6> becuase immediate mode is copying the data all over the place <6> where as gldrawelements just copies pointer few times at most <8> i can imagine .. the immediate mode is not something youd use in performance critical applications .. <6> i know, <8> why cant you use gldrawelements with your wrapper? <6> u mean, catpure immediate mode -> render with gldrawelemts ? <8> nono <8> use gldrawelements in your app, process the gldrawelements in your wrapper and p*** the gldrawelements to opengl <6> gldrawelemts works fine in my wrapper ! <6> my wrapper catpures gldrawelements -> render with gldrawelements <8> and you just want to optimize the immediate mode because its slow? <6> fps hit is a little over 100% which is expected rendering the scene twice <6> exactly <8> well .. my adivce: dont bother <8> *advice even <8> as i said, immediate mode is nothing youd use in performance critical applications <6> hm <8> so if you have this optimized, it would be seldomly used <8> and if used, the speed would most probably not have mattered anyway <6> well theres tonnes of legacy stuff out there which uses immediate mode tbh :/ <8> the other few extraordinary cases are probably not worth the h***le .. <8> well .. legacy stuff should run smoothly on a decent geforce? :) <6> thats the problem <6> the FPS hit is SO great <1> The legacy stuff has so low count of vertices that immediate mode is good enough <6> it doesn't :p <8> what kind of legacy stuff are we talking about? <8> is q3 legacy already? *g* <6> well any game for a start <6> the fps hit seems to be up to 600% <6> the more vertices the worse it gets <8> whats theactual frame rate? <6> 12-13 fps <6> :p <8> oi
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