Search found 10 matches

by Jack_the_Forceman
Mon Mar 21, 2016 8:42 am
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Look, I think you are doing a botched job if you have these misunderstandings and if you go for easy fixes with very thin motivation. Well, I can't say you're wrong about the lack of understanding. I'm relatively new to raw OpenGL and I'm trying to learn it step by step, while doing another task. M...
by Jack_the_Forceman
Sun Mar 20, 2016 2:07 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Nailed it. So basically, Irrlicht has interesting way of definining view and projection matrices (through irr::core::matrix4 class), and for them to be used, zNear and zFar values can be 0 and 1 respectively, and turns out it's actually normal in this case. Now in most wrappers that come with OpenGL...
by Jack_the_Forceman
Sun Mar 20, 2016 10:34 am
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Update 3... Depth issues are completely dependent on the order of geometry drawn - when rendering 2 or more objects, the one that is rendered first will always be obstructed by the one being rendered afterwards. Examples: 1st - cube, 2nd - dwarf: http://s15.postimg.org/wcgt6vwbv/Screenshot_21.png 1s...
by Jack_the_Forceman
Sat Mar 19, 2016 7:11 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Update 2: Looks like I also have some troubles with output fragments' color in my shader. In FS:       fragColor = vec4( texture( sTexture0, tCoord ).xyz, 0.01 ); // alpha is very close to zero, not equal to it   Peoduces just the same result as:       fragColor = vec4( texture( sTexture0, tCoord )....
by Jack_the_Forceman
Sat Mar 19, 2016 3:33 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Update: I've checked the default irrlicht's "Hello World" example, while changing the loaded mesh to dwarf. Looks like messed up texture on it's axe is just misplaced texcoords: http://s30.postimg.org/tjcstfkip/Screenshot_17.png So that takes care of the incorrect texture. Now I only need ...
by Jack_the_Forceman
Sat Mar 19, 2016 3:18 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

I don't know GL4, but in GL2 glDrawArrays didn't use indices, it worked using vertex order, and the correct call was glDrawElements if you had indices. Thanks, hendu, looks like that took care of the messed up indices. I don't remember where I've read this, but I was assuming that with bound VAO gl...
by Jack_the_Forceman
Sat Mar 19, 2016 2:20 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Update: I've noticed that I misplaced some data in a call to CGOpenGL4MaterialRederer::createRenderSourceData() I was actually passing address of vertices instead of indices... unfortunately fixing this didn't solve my issue, much to my disappointment. Also, I've added a manual binding of GL_ELEMENT...
by Jack_the_Forceman
Sat Mar 19, 2016 1:37 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

Yep. And even more... I have found that it's not simply incorrect - the order is actually ignored, and incides go as they would be picked straight from the order of actual vertices. I've tried to render the cube in GL_LINES mode by adding 2 ponts step by step - when I've made it to 8 vertices, I've ...
by Jack_the_Forceman
Sat Mar 19, 2016 12:13 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Re: Issue with native render using OpenGL 4.+/ GLSL 4+

I can't understand why you would want to do this. Have you heard of OpenGL? Um... wait wut ? :) Ofcourse I've heard about it, I'm actually writing for it! :) Or maybe you've meant something else? Well, I really need a custom renderer, irrlicht's one just doesn't fit in my case, as I further need to...
by Jack_the_Forceman
Fri Mar 18, 2016 3:43 pm
Forum: Advanced Help
Topic: Issue with native render using OpenGL 4.+/ GLSL 4+
Replies: 14
Views: 3516

Issue with native render using OpenGL 4.+/ GLSL 4+

Hello, guys. I've been writing my own OpengGL renderer for my own engine, built atop of Irrlicht. I went with using CMesh/CAnimatedMesh/CSkinnedMesh implementations, using raw data out of then in order to construct OpenGL data that is fed to VBOs and consequentially bound to VAO. Then I simply rende...