First of all, as usual, thanks to all for the great support from the SO community.
So I wrote code to draw 6 gl_quads (to form a cube). Initially, this code was drawn immediately (explicitly made 24 vertex calls in the display function). I'd like to put these in a display list. I read a tutorial about display lists, and gave it a shot. Problem is, nothing is showing up, and I have a glulookat that definitely points in the direction of the cube (verified in immediate mode). So basically the code works perfectly when not using display lists, but doesn't when I try to use the list.
Ok, enough of that, let's have a look at the code:
2nd EDIT- Moved glGenLists call into initGl and it works fine. Thanks all
*EDIT-*The glGenList call is made globally:
GLuint skybox = glGenLists(1);
And I'm still getting the same result. Nothing is rendering to the screen.
Setup the list (in initgl function):
glViewport(0,0,WINDOW_WIDTH,WINDOW_HEIGHT);
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL);
glMatrixMode(GL_PROJECTION); //setup the projection matrix
glLoadIdentity();
gluPerspective(45, WINDOW_WIDTH/WINDOW_HEIGHT,.1,200.0);
glMatrixMode(GL_MODELVIEW); //switch to modelview
glLoadIdentity();
gluLookAt(-2,2,2,0,0,0,0,1,0);
glClearColor(0, 0, 0, 0);
glNewList(skybox, GL_COMPILE_AND_EXECUTE); //draw the list once to compile/store
drawEnv(); //draw 6 quads
glEndList(); //end list
display function (irrelevant code ommitted):
/* Clear buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//-----Draw Skybox------
glEnable(GL_TEXTURE_2D);
glPushMatrix(); //save env settings (I've tried removing this push/pop pair with same results
glCallList(skybox);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
And the drawEnv() function:
//---------------------------
//--------RIGHT WALL---------
//---------------------------
//This code draws correctly if I move this to the display function (immediate drawing)
glBindTexture(GL_TEXTURE_2D,rightTextureId);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f( 1.0f, 1.0f, 1.0f); //V2
glTexCoord2f(0.0, 1.0); glVertex3f( 1.0f,-1.0f, 1.0f); //V1
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0f,-1.0f,-1.0f); //V3
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0f, 1.0f,-1.0f); //V4
glEnd();
//repeat 5 more times
You're almost there, you just need first to call glGenLists() to generate a contiguous set of empty display lists.
GLuint listID;
listID = glGenLists( 1 ); // generate 1 display list
glNewList( listID, GL_COMPILE );
// whatever you want in the display list
glEndList();
// call the display list
glCallList( listID );
You should also do some error checking to make sure glGenLists() returned a valid display list.
Related
I need to create a 3d cube, and so far I've created all the vertices but when I run the program I can only see the cube (or what I hope is a cube, I can't tell) from one face, so it looks like a square. I want to know how to view my cube from above, so I can check whether or not it actually looks the way I want it to.
I created the 24 vertices using glVertex3f but like I said I can't tell if it is a cube or not because I cannot look at it from an angle other than the default.
I tried downloading GLM but I am very confused on how, if at all, to use that to change the viewing perspective.
glEnable(GL_DEPTH_TEST);
// Loop until the user closes the window
while (!glfwWindowShouldClose(window))
{
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
... // Repeating drawing the vertices for each vertex of the cube
glEnd();
// Swap front and back buffers
glfwSwapBuffers(window);
// Poll for and process events
glfwPollEvents();
}
No error messages but I cant tell if its a cube or not.
// Render here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// need the window width & height to compute aspect ratio
int width, height;
glfwGetWindowSize(window, &width, &height);
// set up the camera projection (if you haven't done this in init)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, float(width) / height, 0.1f, 100.0f);
// set camera position & orientation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 1, -3, //< eye position
0, 0, 0, //< aim position
0, 1, 0); //< up direction
// now draw stuff
glBegin(GL_QUADS);
glEnd();
I was wondering if anyone could help me figure out how to add a light source to my 3D objects. I have four objects that are rotating and I want the light source to be at a fixed position, and I want to be able to see lighting on the object.
I tried doing this (********):
//*******Initializing the light position
GLfloat pos[] = {-2,4,5,1};
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
//*******adding the light to the display method
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, pos);
// rectangle
glPushMatrix();
glTranslatef(0.0f, 2.5f, -8.0f);
glRotatef(angleRectangle, 0.0f, 1.0f, 0.0f);
drawRectangle();
glPopMatrix();
//small cylinder
glPushMatrix();
glTranslatef(0.0f, 2.0f, -8.0f);
glRotatef(90, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 0.0f, 1.0f);
drawCylinder(0.2, 0.7);
glPopMatrix();
//big cylinder
glPushMatrix();
glTranslatef(0.0f, 1.5f, -8.0f);
glRotatef(90, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 0.0f, 1.0f);
drawCylinder(0.7, 2.7);
glPopMatrix();
//pyramid
glPushMatrix();
glTranslatef(0.0f, -2.2f, -8.0f);
glRotatef(180, 1, 0, 0);
glRotatef(anglePyramid, 0.0f, 1.0f, 0.0f);
drawPyramid();
glPopMatrix();
glutSwapBuffers();
anglePyramid += k * 0.2f; //- is CW, + is CCW
angleRectangle += -k * 0.2f;
}
//******* Then i added these to the main method
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
However when I do this and I run the entire program, my objects turn gray, and at certain points in the rotation they turn white. And this isnt what I want. I want to keep my colorful objects, but I want to be able to see the light source on them.
Any help would be greatly appreciated. Also let me know if you need to see more of my code to figure out the issue. Thanks
When lighting (GL_LIGHTING) is enabled, then the color is taken from the material parameters (glMaterial).
If you still want to use the current color, the you have to enable GL_COLOR_MATERIAL
and to set the color material paramters (glColorMaterial):
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
See also Basic OpenGL Lighting.
But note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack and fixed function pipeline per vertex light model, is deprecated since decades.
Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.
To my understanding, GL_FLAT is supposed to make a face a single color. I can't get GL_FLAT to actually work though; it's as though my program is only using GL_SMOOTH. I'm using light sources, but both look the same.
The triangle should be just one color. Here's my scene rendering code. I no where mention GL_SMOOTH, and I've tried GL_FLAT everywhere (inits, main, before light/material definitions, before drawing, while drawing, after drawing, etc.)
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_LIGHTING);
//Light
glEnable(GL_LIGHT1);
//Define Light source ...
//Define Material ...
//Draw Triangle
glShadeModel(GL_FLAT);
glNormal3f(0,0,1);
glBegin(GL_POLYGON);
glVertex3f( -.5, -.5, 0);
glVertex3f( 0, .5, 0);
glVertex3f( .5, -.5, 0);
glEnd();
glFlush();
That's it. Everything else in the program is the bare minimum it needs to run. Is GL_FLAT broken or something?
i have coded what i have read in previous post about a well known subject but i continue to get a green window without any triangle inside.
Here is my paint function :
void mGLWidget::paintGL()
{
glClearColor( Qt::green );
QSize viewport_size = size();
glViewport(0, 0, viewport_size.width(), viewport_size.height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 5, 7); // near and far match your triangle Z distance
glMatrixMode(GL_MODELVIEW);
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glTranslatef(-1.5f,0.0f,-15.0f);
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glEnd();
// Finished Drawing The Triangle
// swapBuffers();
}
I only get a green window without any triangle. My QT is qt4.8 and opengl 4.0.
What am I doing wrong ?-\
your near and far value for your glfrustrum is quite a small range, make it 1, 100 instead of 5, 7. might not be the actual solution but it will help if its not
Your near and far value is small and you are translating the triangle very far by -15f unit that means your triangle is not draw or act as a point. So you only see the window color.
I got a problem with drawing on a QGLWidget. I have several quads on the widget which I can move around when pressing some keys. As long as I just draw quads, everything works fine but now I want to add some lines using:
glBegin(GL_LINE);
glColor3f(c[0], c[1], c[2]);
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z);
glEnd;
The drawing also works fine, but the clearing of the glwidget doesn't work anymore. Means that I see everything I ever drawed on it. Just to mention.
I tried the same with GLUT using the same initializations and it worked, but since I have switched to Qt it doesn't work anymore.
paintGL(), resizeGL() and initializeGL() are below.
void GLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 0.0f, 0.0f, -10.0f, -20.0f, 0.0f, 20.0f, -10.0f);
glTranslatef(0.0f, -30.0f, -40.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glRotatef(s_deg, 0.0f, 0.0f, 1.0f);
glRotatef(s_deg2, cos(DEGRAD(s_deg)), sin(DEGRAD(s_deg)), 0.0f);
float colors[8][3] = {
0.5, 0.0, 0.0,
0.0, 0.5, 0.0,
0.0, 0.0, 0.5,
1.0, 0.5, 0.5,
0.5, 1.0, 0.5,
0.5, 0.5, 1.0,
0.9, 0.9, 0.9,
0.1, 0.1, 0.1,
}; //red, green, blue, red shiny, green shiny, blue shine, light grey, dark grey
for(int i=0;i<glBoxes.size();i++) {
glBoxes.at(i).setColor(colors[i]);
glBoxes.at(i).drawCuboid();
glBoxes.at(i).drawCuboidGrid();
}
}
void GLWidget::initializeGL() {
glDepthFunc(GL_LESS);
glClearColor(0.2, 0.2, 0.2, 0.2);
glClearDepth(1.0);
}
void GLWidget::resizeGL(int width, int height) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0.0f, 0.0f, (float)width, (float)height);
glLoadIdentity();
gluPerspective(45.0f, (float)width/(float)height, 0.5f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
any Ideas?
The tokens accepted by glBegin are
GL_POINTS
GL_LINES
GL_TRIANGLES
GL_TRIANGLE_FAN
GL_TRIANGLE_STRIP
GL_QUADS
GL_QUAD_STRIP
and
GL_POLYGON
The token used by you, GL_LINE (not the missing trailing S) is not valid for glBegin.
The statement glEnd; will evaluate the address of the function glEnd and silently discard the result. Could it be, that you have a Pascal or Delphi background? In C like languages you have to add a matched pair of parentheses to make it a function call. Functions that don't take a parameter are called with an empty pair of parentheses. E.g. in your case glEnd();.
Not related to your problem. All of the code in resizeGL should go to the head of paintGL (use the widget's width() and height() getters). Also what you have in initializeGL belongs to paintGL.
The proper use of initializeGL is to do one-time initialization, like loading textures, and shaders, preparing FBOs and such.
resizeGL is meant to re-/initialize stuff that depends on the window's size and which is quite time consuming to change, like renderbuffers and/or textures used as attachment in FBOs used for window sized post-processing or similar. Setting the projection matrix does not belong there, and neither does the viewport. Those go into paintGL.
glDepthFunc, glClearColor and glClearDepth directly influence the drawing process and as such belong with the drawing code.
Also you should not use the immediate mode (glBegin … glEnd) at all. It's been outdated ever since OpenGL-1.1 was released over 15 years ago. Use Vertex Arrays, with the possible addition of Buffer Objects.
glEnd; should be glEnd();. This may actually fix your problem.
GL_LINE isn't a valid token for glBegin. To draw lines, you need GL_LINES (that's subtle, and you're in good company - this is a common mistake).
GL_LINE is used to control how polygons are rendered, which is controlled by the glPolygonMode function.
It must be GL_LINES instead of GL_LINE. The symbols accepted by glBegin are plural (i.e. GL_QUADS, GL_LINE_STRIPS...).