OpengGL Shader Program fails
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Those are remnants from my previous trials.I don't think those influence the modern pipeline as I am using a compatibility mode .So those should be discarded by the OpenGL. Regarding the matrices ,you can see that I load a orthogonal projection matrix into the vertex shader on each render loop. Still nothing works.If anybody could put a full example on how to write a OpenGL 3x in Qt it could be really helpful to many people I believe :)
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Hey, I have example, http://minimoog.wordpress.com/2010/05/10/transfverteksi/ Oh, I am sorry it's in my native language (if it is for somebody interesting I would translate/write in english) but code is simple for understanding http://dl.dropbox.com/u/6108964/QtGL2.zip
BR.
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He He ,very resembles Russian which I know :) .Is it wrapped with Qt? Thanks a lot .I will check it out!
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Also you can use it for learning basic usage of VBO. :)
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I can see you didn't define the format and it actually works ?Another question ,are those inclosed GLEW headers and sources used in your program?
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[quote author="sasmaster" date="1316340394"]I can see you didn't define the format and it actually works ?Another question ,are those inclosed GLEW headers and sources used in your program? [/quote]
By format you mean 'window framebuffer pixel format'?
Yes, it's using GLEW, since there are glGenBuffers, glBindBuffers, glBufferData, glVertexAttribPointer etc.
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But why haven't you used the Qt version of those methods?
By Format I mean the QGLFormat. -
[quote author="sasmaster" date="1316343899"]But why haven't you used the Qt version of those methods?[/quote]
You mean QGLBuffer. Well at that time there was no QGLBuffer.
[quote]By Format I mean the QGLFormat.[/quote]
It uses default format. I don't see why would I need a fancy format for that code. :)
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What's the motivation to use QGLShaderProgram anyway instead of standard OpenGL for portability?
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An idea (maybe wrong...) : Implementation of openGL is platform (hardware) dependent. So I guess it could permit an universal call through various platforms or OpenGL revision (and avoid use of OGL extension which I used to add on mac OS platform for exemple).
Nervertheless I prefer use pure OpenGL functions call as long as OGL 4.0 (and so OGL ES 2.0) will not be supported anywhere... -
minimoog77 .Getting can't open the shader files errors when running your demo.Do you know what can be the problem?
@
QGLShader: Unable to open file "/vert1.vert"
""
QGLShader: Unable to open file "simple.frag"@
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Well ,currently can get it working with inline string typed shaders.shader files somehow don't get loaded.Also I see that the best thing is to use native (non Gt wrappers) OpenGL libs