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OpengGL Shader Program fails

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    sasmaster
    wrote on last edited by
    #17

    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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      minimoog77
      wrote on last edited by
      #18

      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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        sasmaster
        wrote on last edited by
        #19

        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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          minimoog77
          wrote on last edited by
          #20

          Also you can use it for learning basic usage of VBO. :)

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            sasmaster
            wrote on last edited by
            #21

            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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              minimoog77
              wrote on last edited by
              #22

              [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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                sasmaster
                wrote on last edited by
                #23

                But why haven't you used the Qt version of those methods?
                By Format I mean the QGLFormat.

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                  minimoog77
                  wrote on last edited by
                  #24

                  [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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                    matti-
                    wrote on last edited by
                    #25

                    What's the motivation to use QGLShaderProgram anyway instead of standard OpenGL for portability?

                    Author of <a href="http://mmark.777-team.org/">MMark13</a>

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                      tomato
                      wrote on last edited by
                      #26

                      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...

                      お前はもう死んでいる

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                        sasmaster
                        wrote on last edited by
                        #27

                        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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                          sasmaster
                          wrote on last edited by
                          #28

                          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

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