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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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