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OpengGL Shader Program fails

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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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      • M Offline
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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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                    • S Offline
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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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