[QUOTE=Kopimi;30727024]so i'm using freeGLUT and GLEW just to mess around, but i've come into a pretty huge issue
i don't know what version of opengl i'm using.
i have access to all the standard opengl functions just by including freeglut,
but i don't know which version of opengl is being used by freeglut.
anyone want to help me find out what version of opengl i'm using?
it seems like a pretty important thing to know.[/QUOTE]
Is this what you mean?
[cpp]glGetString( GL_VERSION );[/cpp]
are you joshing me
[editline]26th June 2011[/editline]
[QUOTE=Ziks;30727165]Is this what you mean?
[cpp]glGetString( GL_VERSION );[/cpp][/QUOTE]
4.1.10750 Compatibility Profile Context
i'd like to be using opengl 3.3 because it looks like it's compatible with a large series of GPU's while
still being powerful and somewhat new. i'm completely new to opengl so please excuse me if i'm naive/stupid,
but am i actually using opengl 4.1? and if so, how can i downgrade to 3.3?
[QUOTE=ief014;30726382]The ball on the wave form shows the progress of the song :D
[img]http://img861.imageshack.us/img861/2461/58984718.png[/img]
[img]http://img88.imageshack.us/img88/6549/24697515.png[/img]
[img]http://img818.imageshack.us/img818/6306/34981209.png[/img][/QUOTE]
Download link.
Now.
please? :ohdear:
[QUOTE=Kopimi;30727175]are you joshing me
[editline]26th June 2011[/editline]
4.1.10750 Compatibility Profile Context
i'd like to be using opengl 3.3 because it looks like it's compatible with a large series of GPU's while
still being powerful and somewhat new. i'm completely new to opengl so please excuse me if i'm naive/stupid,
but am i actually using opengl 4.1? and if so, how can i downgrade to 3.3?[/QUOTE]
Don't import/use any 4.1 modules.
[QUOTE=ief014;30726382]The ball on the wave form shows the progress of the song :D
[img]http://img861.imageshack.us/img861/2461/58984718.png[/img]
[img]http://img88.imageshack.us/img88/6549/24697515.png[/img]
[img]http://img818.imageshack.us/img818/6306/34981209.png[/img][/QUOTE]
Here... Here's is all of my money, just... Take it and... Please to god, post a download link.
[QUOTE=ColdFusionV2;30727559]Don't import/use any 4.1 modules.[/QUOTE]
oh what, that's it?
as long as i don't use the features i can ship it as-is?
that's awesome.
though i think opengl 3+ changes the way the opengl context is established so i don't think i can use freeGLUT anymore.
any recommended cross-platform ways for me to create a window and establish the context?
[QUOTE=Kopimi;30727871]oh what, that's it?
as long as i don't use the features i can ship it as-is?
that's awesome.
though i think opengl 3+ changes the way the opengl context is established so i don't think i can use freeGLUT anymore.
any recommended cross-platform ways for me to create a window and establish the context?[/QUOTE]
You sure? I know the OpenGL Superbible Fifth Edition uses freeGLUT.
[QUOTE=noctune9;30727998]You sure? I know the OpenGL Superbible Fifth Edition uses freeGLUT.[/QUOTE]
well i'll mess around and see, but the site i'm getting my info from (swiftless.com) doesn't use freeGLUT in the opengl 3+ tutorials
i'll get the opengl superbible 5th edition and just try learning from there.
[QUOTE=Loli;30727584]Here... Here's is all of my money, just... Take it and... Please to god, post a download link.[/QUOTE]
[QUOTE=iNova;30727377]Download link.
Now.
please? :ohdear:[/QUOTE]
All the song filenames and visualizer settings and junk are all hard-coded ATM D:
I'm still working on it!
And now my project looks like aids compared to ief014's sexual screenshots! but i will battle on.
Added basic tile engine'ness today, loading the maps from text files.
[media]http://www.youtube.com/watch?v=LalKnUknp6g[/media]
i dislike opengl 3+ with such a raging passion
it seems like they removed everything that made opengl remotely usable in favor of making me use 3rd party libraries to achieve what the older versions did
is there any reason i should use opengl 3+? because honestly i'm reading the superbible and even following the examples to a T they don't compile, and it takes 3 times as many steps to do something extremely simple
it feels like there's no agreeable documentation and everyone just chooses their own way to teach it, which leaves me totally confused as to what i'm doing and whether or not i should even be doing it
[QUOTE=SupahVee;30730442][img]http://makeagif.com/media/6-26-2011/36sWrQ.gif[/img][/QUOTE]
Why is this a gif?
[QUOTE=Nohj;30730889]Why is this a gif?[/QUOTE]
To showcase how static it is of course, you silly!
[QUOTE=Nohj;30730889]Why is this a gif?[/QUOTE]
he's showing off his sweet noise generation
[sp]and ability to make me scared of looking at the picture for too long[/sp]
[QUOTE=Kopimi;30728141]well i'll mess around and see, but the site i'm getting my info from (swiftless.com) doesn't use freeGLUT in the opengl 3+ tutorials
i'll get the opengl superbible 5th edition and just try learning from there.[/QUOTE]
GLEW automatically does everything for you. Using GLEW and GLUT, you will not run into any platform specific or opengl version specific problems as these 2 libraries are created to deal with these two things.
Opengl 3.3 split it all up into two profiles, the core profile and the compatibility profile. If you use any of the older functions, Opengl will automatically use the compatibility profile. So don't worry about those details aslong as you use GLEW and GLUT. ( However, as soon as you don't, you'll have to worry alot. :mad: )
[QUOTE=icantread49;30724025]done, again :v:
[img]http://i.imgur.com/Jfl1N.png[/img]
i dunno what happened to the sphere but the level looks a lot better[/QUOTE]
The circle looks epic. Even though I know it should be all triangley, it looks really cool.
[QUOTE=bobthe2lol;30731454]The circle looks epic. Even though I know it should be all triangley, it looks really cool.[/QUOTE]
:shobon:
[QUOTE=Capsup;30731314]GLEW automatically does everything for you. Using GLEW and GLUT, you will not run into any platform specific or opengl version specific problems as these 2 libraries are created to deal with these two things.
Opengl 3.3 split it all up into two profiles, the core profile and the compatibility profile. If you use any of the older functions, Opengl will automatically use the compatibility profile. So don't worry about those details aslong as you use GLEW and GLUT. ( However, as soon as you don't, you'll have to worry alot. :mad: )[/QUOTE]
thanks, i appreciate it.
i'm just going to stick with the "old" tutorials, the new pipeline and overcomplicated shader approach just seems unnecessary
[QUOTE=Kopimi;30732347]thanks, i appreciate it.
i'm just going to stick with the "old" tutorials, the new pipeline and overcomplicated shader approach just seems unnecessary[/QUOTE]
For simple things and demos, yes, it does seem like just making the whole thing more complicated. When you start doing bigger projects however, you'll come to appreciate the new way of doing things. It doesn't just allow you to do a lot more stuff, in the end it even makes more sense. While I agree the decision to remove 3D math from the API wasn't such a good idea as DirectX has a great advantage here, the whole process of making everything generic and programmable pays off in the end.
It's like the advice to come up with a good (code) structure for your application. When you're making a small application, it seems useless and time-wasting, but when you're doing larger project you'll be glad how easy and logically everything was set up in the beginning.
[QUOTE=ief014;30728182]All the song filenames and visualizer settings and junk are all hard-coded ATM D:
I'm still working on it![/QUOTE]
[url]http://www.facepunch.com/threads/1101672-The-Sexually-Exhilarating-Music-Visualizer?p=30732621#post30732621[/url] :3:
[QUOTE=ief014;30732629][url]http://www.facepunch.com/threads/1101672-The-Sexually-Exhilarating-Music-Visualizer?p=30732621#post30732621[/url] :3:[/QUOTE]
That looks amazing! I've done some stuff with music/beat detection, but I cannot get it as awesome as that. Would you mind accepting my friend request on Steam?
I'm translating every single example from the book "C++ GUI Programming with Qt4" to Common Lisp with the CommonQt bindings:
[IMG]http://img220.imageshack.us/img220/5148/commonqt3.png[/IMG]
Hopefully this will spare future Lispers of frustration.
EDIT: It's a find dialog example. Too bad it signals an error the second I type anything on the input box :allears:
then robmaister12 turned and said "let there be light,"
[img]http://i.imgur.com/qsBdK.png[/img]
and there was light!
You should keep that texture as an easter egg in the final product.
[QUOTE=ief014;30735567]You should keep that texture as an easter egg in the final product.[/QUOTE]
as soon as I pushed that to our private git repo and other people pulled, a few of the other programmers said exactly that. We'll just hide a ton of them (like 50) in the corner of a room that's hard to get to or something.
Also I realized I was doing something wrong in that image, as each normal was being passed to the frag shader I was converting the normals to world coordinates then to camera coordinates, instead of just keeping them at world coords. It's why the top of that box is slightly lighter than the bottom...
[QUOTE=robmaister12;30735736]as soon as I pushed that to our private git repo and other people pulled, a few of the other programmers said exactly that. We'll just hide a ton of them (like 50) in the corner of a room that's hard to get to or something.
Also I realized I was doing something wrong in that image, as each normal was being passed to the frag shader I was converting the normals to world coordinates then to camera coordinates, instead of just keeping them at world coords. It's why the top of that box is slightly lighter than the bottom...[/QUOTE]
If anything, you should keep them in maps that aren't even used.
The textures, that is.
[QUOTE=Ziks;30720978]Thanks! So it's one of these lines:
[csharp]GL.LinkProgram( TileShaderProgram );
GL.UseProgram( TileShaderProgram );[/csharp]
I'll work on trying to find the cause of an InvalidOperation at that point after some revision for my last exam. Can't wait until I can work on this and not worry about anything else.[/QUOTE]
You also get invalid operation if there was an error in the shader code.
I use this for debugging:
[csharp]
int len;
GL.GetShader( Id, ShaderParameter.InfoLogLength, out len );
if ( len > 1 ) Console.WriteLine( GL.GetShaderInfoLog( Id ) );[/csharp]
[QUOTE=Darwin226;30738254]You also get invalid operation if there was an error in the shader code.
I use this for debugging:
[csharp]
int len;
GL.GetShader( Id, ShaderParameter.InfoLogLength, out len );
if ( len > 1 ) Console.WriteLine( GL.GetShaderInfoLog( Id ) );[/csharp][/QUOTE]
I have that already a few lines above, but thanks anyway.
I've done my last exam, so I can now work on this much more! Or play Just Cause 2.
I just finished my first XNA project. An audio visualizer
[media]http://www.youtube.com/watch?v=7TjcRwr2Fys&feature=channel_video_title[/media]
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