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OpengGL Shader Program fails

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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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