gluCylinder vs glutSolidCylinder - opengl

Though I know gluCylinder is somewhat old(and glu too) and glut is still there(through freeglut) but I saw those two and wondering what's the difference ? besides that gluCylinder requires that you define a Quadric, and what's faster ? .

The original GLUT did not have a glutSolidCylinder() function. That appears to be something FreeGLUT added.
gluCylinder
Pros:
Supports texture coordinate generation.
Cons:
GLU is old. I mean, really really old. The spec was last updated in 1998, and I suspect that the available implementations are just as old. This means that it's using immediate mode rendering (glBegin/glEnd) style, which is inefficient, and not available anymore in modern versions of OpenGL.
GLU support is starting to disappear from some platforms.
glutSolidCylinder
Pros:
As long as you're comfortable with using FreeGLUT, it's still supported, with source code available.
The FreeGLUT version seems to be able to use moderately modern rendering methods (VBOs), based on browsing the source code.
Cons:
Does not generate texture coordinates. This was definitely not supported for most solids in GLUT, and as far as I can tell is still not supported for cylinders in FreeGLUT.
self-made
Rendering a cylinder is very easy. Personally, I would just write it myself.

I agree with #Reto. I prefer implementing a cylinder myself too. Specially because it has a simple parametric form (a stack of circles). Interestingly, I was helping somebody else to dray cylinders. Maybe you find that interesting too:
Make a line thicker in 3D?

Related

Replicating Cathode retro terminal effect?

I'm trying to replicate the effect of Cathode but i'm not really aware of any rendering effects in SDL. Does anyone know the technique used in Cathode? Are they using OpenGL and shaders maybe?
If you are still interested in the subject I'm working on a similar project. The effects were obtained by using GLSL shaders.
You can grab the source code here: https://github.com/Swordifish90/cool-old-term/
The shaders strings might not be extremely readable due to the extensive use of the ternary operators (needed to customize the appearance) but they should give you a really good idea.
If you poke around a bit in the application bundle, you'll find that the only relevant framework is GLKit which, according to Apple, will "reduce the effort required to create new shader-based apps".
There's also a bunch of ".fragdata", ".vertdata", and ".glsldata" files, which are encrypted.
Very unfortunate for you.
So I would say: Yes, it's OpenGL shaders all the way.
Unfortunately, since the shaders are encrypted, you're going to have to locate suitable algorithms elsewhere.
(Perhaps it's possible to use the OpenGL debugging and profiling tools to capture the shader source as it is compiled, but I doubt it.)
You may have realized that Android phones have (had?) such animations when you put them to sleep. That code is available under in file named ElectronBeam.java.
However it is Java code and uses GLES 1.0 with GLES 1.1 Extenstions but algorithm for bending screen should be understandable.
Seems to be based on GLTerminal which uses OpenGL, it would have to use OpenGL and shaders for speed.
I guess the fastest approximation would be to render the text to buffers within OpenGL and use a deformed 2d grid to create the "rounded corners" radial distortion.
But it would take a lot of work to add all the features that cathode has, not to mention to run them quickly.
I suspect emulating a CRT perfectly is a bit like emulating an analog synth perfectly - hard to impossible.
If you want to work quickly and not killing the CPU, the GPU is the best solution! So pixel shaders. pixel shaders can do all of these effects. Once I made such an application. I wrote it in Silverlight, but it does not matter, I used the pixel shader.
Suggests to write this in Qt4 and add to the QWidget pixel shader effects.

Vector-based fonts on OpenGL

I started working at this company that uses an 2D OpenGL implementation to show our system's data (which runs on Windows.) The whole system was built with C++ (using C++Builder 2007). Thing is, all the text they print there are pixelized when you zoom in, which I think happens because the text is a bitmap:
From what I know they use the same font files as Windows does. I asked around here on why this happens and the answer I got is that the guy who implemented it (which doesn't work at the company anymore) said fonts on OpenGL are hard and this was the best he could do or something like it.
My question is: is there any simple and effective way to make the text also a vector (the same way those lines in the picture are?) So when I zoom the camera, which happens a lot, they don't pixelize. I have little knowledge of OpenGL and if you have some guide and/or tutorial related to this to point me towards the right direction I'd be very thankful. Basically any material would be great.
Most of OpenGL text rendering libraries come to this: creating bitmaps for the fonts. This means you are going to have problems with scaling and aliasing unless you do some hacks.
One of the popular hacks is Valve's approach: Chris Green. 2007. "Improved Alpha-Tested Magnification for Vector Textures and Special Effects.". You use signed distance field algo to generate your fonts bitmap which then helps you to smooth the text outlines on scale during rendering. Wikidot has the C++ implementation for Distance field generation.
If you stick to NVidia specific hardware, you can try the NVidia Path extension which allows you to render graphics directly on GPU. Remember, it is a NVidia only thing.
But in general, signed distance field based approach is the smoothest and easiest to implement.
BTW, freetype-gl uses Valve's approach and also the modern pipeline.
You can try freetype-gl its a library for font rendering in OpenGL.
The issue with using fonts in OpenGL is that they are handled inconsistently across platforms, and that they have minimal support. If you're willing to go with a helper library for OpenGL (SDL comes to mind), then this behaviour will likely be wrapped, meaning that you merely need to provide a suitable font file for them to use.
You may try out FTOGL4 , the fonts for OpenGL4

Can I draw geometric primitives with OpenGL using anything other than GLUT?

I know GLUT's quadrics, I used it in a few programs when I was in school. Now I'm working on a real world application and I find myself in need of drawing some geometric primitives (cubes, spheres, cylinders), but now I also know that GLUT is a no longer supported and it's last update was in like 2005. So I'm wondering if there's anything other than GLUT's quadrics to draw such geometric shapes. I'm asking if there's anything made before I go ahead and start making my own from vertices arrays.
Yes, you can! You can use the native API of the OS to create a window with OpenGL capabilities.
The advantage of GLUT is that is makes this task easier and is a cross-platform solution.
There are other cross-platform libraries that are more complex to work with but provide the same functionality, like Qt.
NeHe has a huge amount of examples that use several different technologies to accomplish what you are looking for. Check the bottom of the page.
Here is a demo for Windows that creates a window and draws a simple OpenGL triangle inside it. This demo removes all the window frame to give the impression that a triangle is floating on the screen. And here is a similar demo for Linux.
GLUT is just some conveniece framework that came to life way after OpenGL. The problem is not, that GLUT is unmaintained. The problem is, that GLUT was not and never will be meant for serious applications.
Then there's also GLU providing some primitives, but just as GLUT it's merely a companion library. You don't need either.
The way OpenGL works is, that you deliver it arrays of vertex attributes (position, color, normal, texture coordinates, etc.) and tell to draw a set of primitives (points, lines, triangles) from those attributes from a second array of indices referencing into the vertex attribute arrays.
There used to be the immediate mode in versions prior to OpenGL-3 core, but that got depreceated – good riddance. It's only use was for populating display lists which used to have a slight performance advantage if one was using indirect GLX. With VBOs (server (=GPU) side vertex attribute storage) that's no longer an issue.
While GLUT has not been maintained, FreeGLUT has. There are still several alternatives though.
GLFW is a cross-platform windowing system which is easy to get up and running, and also provides the programmer with control of the main application loop.
SFML has support for many languages and also integration capabilities with other windowing schemes, in addition to being cross-platform.
Finally, Qt is another, popular, cross-platform windowing framework.
Now I'm working on a real world application and I find myself in need of drawing some geometric primitives (cubes, spheres, cylinders),
Actually, I don't remember anything except glut that would provide generic primitives. This might have something to do with the fact that those generic primitives are very easy to implement from scratch.
You can use other libraries (libsdl, for example, or Qt) to initialize OpenGL, though.
Most likely if you find generic library for loading meshes (or anything that provides "Mesh" object), then it will have primtives.
is a no longer supported and it's last update was in like 2005
Contrary to popular belief, code doesn't rot and it doesn't get worse with time. No matter how many years ago it was written, if it still works, you can use it.
Also there is FreeGLUT project. Last update: 2012.

Learning modern OpenGL

I am aware that there were similar questions in past few years, but after doing some researches I still can't decide where from and what should I learn.
I would also like to see your current, actual view on modern OpenGL programming with more C++ OOP and shader approach. And get sure that my actual understanding on some things is valid.
So... currently we have OpenGL 4.2 out, which as I read somewhere requires dx11 hardware
(what does it mean?) and set of 'side' libraries, to for example create window.
There is the most common GLUT, which I extremely hate. One of main reason are function calls, which doesn't allow freedom in the way how we create main loop. As some people were telling, it was not meant for games.
There is also GLFW, which actually is quite nice and straight-forward to me. For some reason people use it with GLUT. ( which provides not only window initialisation, but also other utilities? )
And there is also SFML and SDL ( SDL < SFML imo ), whereas both of them sometimes need strange approach to work with OGL and in some cases are not really fast.
And we have also GLEW, which is extension loading utility... wait... isn't GLUT/GLFW already an extension? Is there any reason to use it, like are there any really important extensions to get interested with?
Untill now we have window creation (and some utilities), but... OGL doesn't take care of loading textures, neither 3D models. How many other libs do I need?
Let's mention education part now. There is (in)famous NeHe tutorial. Written in C with use of WinApi, with extremely unclear code and outdated solutions, yet still the most popular one. Some stuff like Red Book can be found, which are related to versions like 2.x or 3.x, however there are just few (and unfinished) tutorials mentioning 4.x.
What to go with?
So... currently we have OpenGL 4.2 out, which as I read somewhere requires dx11 hardware (what does it mean?) and set of 'side' libraries, to for example create window.
DX11 hardware is... hardware that has "supports DirectX 11" written on the side of the box. I'm not sure what it is you're asking here; are you unclear on what Direct3D is, what D3D 11 is, or what separates D3D 11 from prior versions?
FYI: D3D is a Windows-only alternative to using OpenGL to access rendering hardware. Version 11 is just the most recent version of the API. And D3D11 adds a few new things compared to D3D10, but nothing much that a beginner would need.
OpenGL is a specification that describes a certain interface for graphics operations. How this interface is created is not part of OpenGL. Therefore, every platform has its own way for creating an OpenGL context. Windows uses the Win32 API with WGL. X-Windows uses the X-Windows API with GLX functions. And so forth.
Libraries like GLUT, GLFW, etc are libraries that abstract all of these differences. They create and manage an OpenGL window for you, so that you don't have to dirty your code with platform-specific details. You do not have to use any of them.
Granted, if you're interested in learning OpenGL, it's best to avoid dealing with platform-specific minutae like how to take care of a HWND and such.
And we have also GLEW, which is extension loading utility... wait... isn't GLUT/GLFW already an extension? Is there any reason to use it, like are there any really important extensions to get interested with?
This is another misunderstanding. GLUT is a library, not an extension. An OpenGL extension is part of OpenGL. See, OpenGL is just a specification, a document. The implementation of OpenGL that you're currently using implements the OpenGL graphics system, but it may also implement a number of extensions to that graphics system.
GLUT is not part of OpenGL; it's just a library. The job of GLUT is to create and manage an OpenGL window. GLEW is also a library, which is used for loading OpenGL functions. It's not the only alternative, but it is a popular one.
Untill now we have window creation (and some utilities), but... OGL doesn't take care of loading textures, neither 3D models. How many other libs do I need?
OpenGL is not a game engine. It is a graphics system, designed for interfacing with dedicated graphics hardware. This job has nothing to do with things like loading anything from any kind of file. Yes, making a game requires this, but as previously stated, OpenGL is not a game engine.
If you need to load a file format to do something you wish to do, then you will need to either write code to do the loading (and format adjustment needed to interface with GL) or download a library that does it for you. The OpenGL Wiki maintains a pretty good list of tools for different tasks.
There is (in)famous NeHe tutorial. Written in C with use of WinApi, with extremely unclear code and outdated solutions, yet still the most popular one. Some stuff like Red Book can be found, which are related to versions like 2.x or 3.x, however there are just few (and unfinished) tutorials mentioning 4.x.
What to go with?
The OpenGL Wiki maintains a list of online materials for learning OpenGL stuff, both old-school and more modern.
WARNING: Shameless Self-Promotion Follows!
My tutorials on learning graphics are pretty good, with many sections and is still actively being worked on. It doesn't teach any OpenGL 4.x-specific functionality, but OpenGL 3.3 is completely compatible with 4.2. All of those programs will run just fine on 4.x hardware.
If you are writing a game, I would avoid things like GLUT, and write your own wrappers that will make the most sense for your game rendering architecture.
I would also avoid OpenGL 4.2 at this point, unless you only want to target specific hardware on specific platforms, because support is minimal. i.e., the latest version of Mac OSX Lion just added support for OpenGL 3.2.
For the most comprehensive coverage of machines made in the last few years, build your framework around OpenGL 2.1 and add additional support for newer OpenGL features where they make sense. The overall design should be the same. If you're only interested in targeting "current" machines, i.e. machines from late 2011 and forward, build your framework around OpenGL 3. Only the newest hardware supports 4.2, and only on Windows and some Linux. If you're interested in targeting mobile devices and consoles, use OpenGL ES 2.0.
GLEW loads and manages OpenGL Extensions, which are hardware extensions from different vendors, as opposed to GLUT which is a toolkit for building OpenGL applications, completely different things. I would highly recommend using GLEW, as it will provide a clean mechanism for determining which features are available on the hardware it is being run on, and will free you from the task of having to manually assign function pointers to the appropriate functions.
OpenGL SuperBible is a pretty good book, also check OpenGL Shading Language. Everything you do with modern OpenGL is going to involve the use of shaders - no more fixed functionality - so your biggest challenge is going to be understanding GLSL and how the shader pipelines work.
I'm currently learning modern OpenGL as well. I've also had hard time finding good resources, but here's what I've discovered so far.
I searched for a good book and ended up with OpenGL ES 2.0 Programming Guide, which I think is the best choice for learning modern OpenGL right now. Yes, the book is about OpenGL ES, but don't let that scare you. The good thing about OpenGL ES 2.0 is that all the slow parts of the API have been removed so you don't get any bad habits from learning it while it's still very close to desktop OpenGL otherwise, with only a few features missing, which I think you can learn rather easily after you've mastered OpenGL ES 2.0.
On the other hand, you don't have the mess with windowing libraries etc. that you have with desktop OpenGL and so the book on OpenGL ES won't help you there. I think it's very subjective which libraries to use, but so far I've managed fine with SDL, ImageMagick and Open Asset Import Library.
Now, the book has been a good help, but apart from that, there's also a nice collection of tutorials teaching modern OpenGL from ground up at OpenGL development on Linux. (I think it's valid on other OSes the name nevertheless.) The book, the tutorials and a glance or two every now and then to the Orange Book have been enough in getting me understand the basics of modern OpenGL. Note that I'm still not a master in the area, but it's definitely got me started.
I agree that it's king of hard to get in to OpenGL these days when all the tutorials and examples use outdated project files, boken links etc, and if you ask for help you are just directed to those same old tutorials.
I was really confused with the NeHe tutorials at first, but when I got a little better understanding of C, compiling libraries on UNIX and other basic stuff, it all fell into place.
As far as texture loading, I can recommend SOIL:
http://www.lonesock.net/soil.html
I'm not sure but I recall I had trouble compiling it correctly, but that may have been my low experience at the time. Give me a shout if you run into trouble!
Another usefull tip is to get a Linux VM running and then you can download the NeHe Linux example code and compile it out of the box. I think you just need GLUT for it to work.
I also prefer GLFW before GLUT, mainly because GLUT isn't maintained actively.
Good luck!
The major point of modern OpenGL is tesselation and new type of shader programs so i would like to recommend to start from a standalone tutorial on OpenGL 4 tesselation, i.e: http://prideout.net/blog/?p=48
After manuals and tutorials a good follow-up is to take a look at the open-source engines out there that are based on top of "new" OpenGL 3/4. As one of the developers, I would point at Linderdaum Engine.
"Modern OpenGL programming with more C++ OOP and shader approach" makes me mention Qt. It hasn't been mentioned yet but Qt is a library that is worth learning and is the easiest way to write cross platform C++ apps. I also found it the easiest way to learn OpenGL in general since it easily handles the initialization and hardware specific code for you. Qt has it's own math libraries as well so all you need to get started with OpenGL is Qt. VPlay is a library that uses Qt to help people make games easily so there are obviously some people using Qt to make games as well.
For a short introduction to Qt and OpenGL see my post here.
I will mention that since Qt abstracts some OpenGL code, if you are trying to use the Qt wrappers, the API is slightly different than just OpenGL (although arguably simpler).
As for my vote for good tutorials or book check out Anton's OpenGL tutorials and Swiftless tutorials. Anton's ebook on Amazon is also rated higher than any other OpenGL published resource I have seen so far (and far cheaper).

Mixing DirectX and OpenGL

I want to be able to render into an OpenGL render window using DirectX. This is because the features i'm after are only supported in DirectX.
I have heard it is possible to do this a few years ago and i'm hoping it should still be possible.
I'd imagine it will involve pointing DirectX to the correct part of VRAM and the correct depth buffer.
Also a tutorial or simply an explanation would be extremely useful.
At least NVIDIA has the NV_DX_interop extension, which let's you use Direct3D 9 buffers/textures/surfaces directly as OpenGL buffers/textures/renderbuffers (therefore being the other way around). But I don't have any experience with this and I don't know if it is widely supported or actually works any good.
It would be more interresting which features you think are only available in Direct3D. Maybe we can show you how to achieve it with OpenGL, as there are not many features (if any) that are available in Direct3D and not in OpenGL. Although if you got an ATI card, being available and actually working correctly may sometimes be two seperate things.
Mixing OpenGL and Direct3D will not work, and AFAIK it never used to. May I ask, which features of Direct3D you require, that OpenGL doesn't offer?
You can. At least for nVIDIA! Check NV_DX_interop. But however, EVERY DirectX feature is supported in OpenGL as OpenGL is more RAW / Low level than DirectX! Just the way it is implemented may be different. Again, tell us WHICH feature of DirectX you want and I can tell you hints how to reimplement it.
One specific example of a difference between OpenGL and Direct3D, which is something I am researching myself, is that in DirectShow (a subset of Direct3D), there are video capture filters for my Panasonic DVCPRO-HD based cameras. So the live streams collected via that API, I would like to use as inputs into OpenGL libraries. One such library is OpenFrameWorks, which is OpenGL based. I am looking to see how efficient I can make this transfer. The existing OpenFrameWorks Video API uses a slightly older and deprecated DirectShow API, and uses a brute force strategy for getting pixels from DirectShow over to OpenFrameWorks.