Context
I'm a beginner in 3D graphics and I'm starting out with Vulkan, which I already know it's not recommended save it please, currently working on a university project to develop the base of a 3D computer graphics engine based on the Vulkan API.
The problem
Example of running the app to render the classic 2D triangle
Drawing a 3D mesh after having drawn the triangle
So as you can see in the images above I want to be able to:
Run the engine.
Choose an object to be drawn.
Close the window.
Choose another object to be drawn.
Open the same window back up with only the last object chosen visible.
And the way I have been doing this is by essentially cleaning up the whole swap chain and recreating it from scratch once the window is closed and a new object has been chosen. Now I'm aware this probably sounds like terrorism for any computer graphics engineer but the reason I'm doing this is because I don't know a better way, I have just finished the vulkan tutorial.
Solutions tried
I have checked that I do a vkDestroyBuffer and vkFreeMemory on the current vertex buffer before recreating it again once I choose a different object.
I have disabled depth testing entirely in case it had something to do with it, it doesn't.
Note: The code is extensive and I really don't have a clue of which part of it could be relevant to the problem, so I opted for not cluttering the question, if there is an specific part you think it might help you find the solution please request it.
Thank you for taking the time to read my question.
A comment by user369070 ended up drawing my attention to the function I use to read OBJ files which made me realize that this function wasn't cleaning a data structure I use to store the vertices of the object chosen to be drawn before passing them to the vertex buffer.
I just had to add vertices = {}; at the top of the function to solve it.
I am developing a application with OpenGL+GLFW and Linux as a target platform.
The default rasterizing has VERY strong aliasing. I have implemented FXAA on top of my pipeline and I still got pretty strong aliasing. Especially when there's some kind of animation or movement, the edges of meshes are flickering. This literally renders the whole project useless.
So, I thought I would also add a supersampling and I have been trying to implement it for two weeks already and still can't make it work. I start to think it's not possible with the combination PyOpenGL+GLFW+Ubuntu18.04.
So, the question is, can I do a supersampling by hand (without OpenGL extentions)? At the end of my (deferred) rendering pipeline I save all the data from different passes to the hard drive, so I thought I would do something like this:
Render the image with 2x/3x resolution to the texture.
Save the texturebuffer to the array.
Get the average pixel's value from each 2x2/3x3/4x4 block
of this array.
Save it to the hard drive.
Obviously, it's gonna be slower than mulstisampling with OpenGL extention and require more memory, but I don't need high fps and I have a pretty small resolution (like 480x640 or similar) so it might work out.
Do you guys have any thoughts about it? I would be glad to any advice.
I am a Computer Science student working on a project, and I need some help. I'm writing this in C++. In my project, I basically need some way to output a graphic to the screen. It doesn't have to be pretty at all, but I don't know how to do it. If there are any libraries that would be helpful I could use them, but I don't know what they are.
Basically I am writing a program in which an object can be moved around in space. It will have a starting point, and an ending point, and I want to be able to output its path as it moves along it, so that the user can actually watch the object moving around in space. I've thought about trying something with ray tracing, but I don't think that's quite what I'm looking for. Like I said, it doesn't have to be pretty. A dot moving to another dot would be good enough, I just need to have something. Thanks for your help.
In another thread, they suggest using Cairo. I used it in the past for creating a pdf to animate (page by page), but it seems it can display directly to screen as well integrating with OpenGL.
I realize this is probably a ridiculous question, but before trying to figure out what libraries to use for which projects, I think it makes sense to really understand the purpose of such libraries first.
A lot of video games use libraries like OpenGL. All the tutorials I've seen of such libraries demonstrate how to write code that tells the computer to draw something. Thing is, in games these days everything is modeled using software such as Zbrush, Maya, or 3ds Max. The models are textured and are good to go. It seems like all you'd need to do is write an animation loop that draws the models and updates repeatedly rather than actually program the code to draw every little thing. That would be both extremely time consuming and would make the models useless. So where does OpenGL or Direct 3D come in in relation to video games and 3d art? What is so crucial about them when all the graphics are already created and just need to be loaded and drawn? Are they used mainly for shaders and effects?
This question may just prove how new I am to this, but it's one I've never heard asked. I'm just starting to learn programming and I'm understanding the code and logic fairly well, but I don't understand graphics libraries or certain frameworks at all and tutorials are not helping.
It seems like all you'd need to do is write an animation loop that draws the models and updates repeatedly rather than actually program the code to draw every little thing.
Everything that happens in a computer does so because a program of some form tells it exactly what to do. The letters that this message is composed of only appear because your web-browser of choice downloaded this file via TCP/IP over an HTTP protocol, decoded its UTF-8-encoded text, interpreted that text as defined by the XML, HTML, JavaScript, and so forth standards, and then displayed the visible portion as defined by the Unicode standard for text layout and in accord with HTML et al, using the displaying and windowing abilities of your OS or window manager or whatever.
Every single part of that operation, from the downloading of the file to its display, is governed by a piece of code. Every pixel you are looking at on the screen is where it is because some code put it there.
HTML alone doesn't mean anything. You cannot just take an HTML file and blast it to the screen. Some code must interpret it. You can interpret HTML as a text file, but if you do, it loses all formatting, and you get to see all of the tags. A web browsers can interpret it as proper HTML, in which case you get to see the formatting. But in every case, the meaning of the HTML file is determined by how it is used.
The "draws the model" part of your proposed algorithm must be done by someone. If you don't write that code, then you must be using a library or some other system that will cause the model to appear. And what does that library do? How does it cause the model to appear?
A model, like an HTML web page, is meaningless by itself. Or to put it another way, your algorithm can be boiled down to this:
Animate the model.
????
Profit!
You're missing a key component: how to actually interpret the model and cause it to appear on the screen. OpenGL/D3D/a software rasterizer/etc is vital for that task.
A lot of video games use libraries like OpenGL.
First and foremost: OpenGL is not a library per-se, but an API (specification). The OpenGL API may be implemented in form as a software library, but these days is much more common to implement OpenGL in form of a driver that turns OpenGL function calls into control commands to a graphics processor sitting on a graphics card (GPU).
All the tutorials I've seen of such libraries demonstrate how to write code that tells the computer to draw something.
Yes. This is because things need to be drawn to make any use of them.
Thing is, in games these days everything is modeled using software such as Zbrush, Maya, or 3ds Max.
At this point the models just consist of a large list of numbers, and further numbers that tell, how the other numbers form some sort of geometry. Those numbers are not some sort of ready to use image.
The models are textured and are good to go.
They are a bunch of numbers, and what they have is some additional numbers controlling texturing. The textures themself are in turn just numbers.
It seems like all you'd need to do is write an animation loop that draws the models
And how do you think this drawing is going to happen? There's no magic "here you have a model, display it" function. Because for one the way in which the numbers making up a model may have any kind of meaning. So some program must give meaning to those numbers. And that is a renderer.
and updates repeatedly rather than actually program the code to draw every little thing.
Again, there is no magic "draw it" function. Drawing a model involves going through each of its numbers, it consists of, and turning those into drawing commands to the GPU.
That would be both extremely time consuming and would make the models useless.
How are the models useless, when they are what is controlling the issuing of commands to OpenGL. Or do you think OpenGL is used to actually "create" models?
So where does OpenGL or Direct 3D come in in relation to video games and 3d art?
It is used to turn the numbers a 3D model, as it is saved away from a modeller, into something pleasant to look at.
What is so crucial about them when all the graphics are already created
The graphics is not yet created, when the model is done. What's created is a model, and some auxilliary data in form of textures and shaders, which are then turned into graphics in realtime, at the execution time of the program.
and just need to be loaded and drawn?
Again, after being loaded, a model is just a bunch of numbers. And drawing means, turning those numbers into something to look at, which requires sending drawing commands to the graphics processor (GPU), which happens using a API like OpenGL or Direct3D
Are they used mainly for shaders and effects?
They are used to turn the numbers generated by a 3D modelling program (Blender, Maya, ZBrush) into an actual picture.
You have data. Like a model, with vertices, normals, and textures. As #datenwolf stated above, those are all just numbers sitting on the hard drive or in RAM, not colors on the screen.
Your CPU (which is where the program you write runs) can't talk to the screen directly. Instead, you send the data you want to draw to the GPU. The GPU then draws the data. Graphics APIs like OpenGL and Direct3D allow programs running on the CPU to send data to the GPU and customize how the GPU draws it. This is a gross simplification, but it sounds like you just need an overview.
Ultimately, every graphics program must go through a graphics API. When you draw an image, for example, you send the GPU the image, and the GPU draws it on the screen. Draw some text? Send the data to the GPU. The GPU draws it. Remember, your code can't talk to the screen. It CAN talk to the GPU through OpenGL or Direct3D, and the GPU then draws the data.
Before OpenGL and DirectX, the games had to use special instructions depending on what graphics card you had. When you bought a new game, you had to check carefully if your card was supported, or you couldn't use the game.
OpenGL and DirectX is a standardized API to the grapics cards. A library is delivered by the manufacturer of the card. If they follow the specification, you are guaranteed that games will work (if they also follow the same specification).
Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
I'm having a rough time trying to set up this behavior in my program.
Basically, I want it that when a the user presses the "a" key a new sphere is displayed on the screen.
How can you do that?
I would probably do it by simply having some kind of data structure (array, linked list, whatever) holding the current "scene". Initially this is empty. Then when the event occurs, you create some kind of representation of the new desired geometry, and add that to the list.
On each frame, you clear the screen, and go through the data structure, mapping each representation into a suitble set of OpenGL commands. This is really standard.
The data structure is often referred to as a scene graph, it is often in the form of a tree or graph, where geometry can have child-geometries and so on.
If you're using the GLuT library (which is pretty standard), you can take advantage of its automatic primitive generation functions, like glutSolidSphere. You can find the API docs here. Take a look at section 11, 'Geometric Object Rendering'.
As unwind suggested, your program could keep some sort of list, but of the parameters for each primitive, rather than the actual geometry. In the case of the sphere, this would be position/radius/slices. You can then use the GLuT functions to easily draw the objects. Obviously this limits you to what GLuT can draw, but that's usually fine for simple cases.
Without some more details of what environment you are using it's difficult to be specific, but a few of pointers to things that can easily go wrong when setting up OpenGL
Make sure you have the camera set up to look at point you are drawing the sphere. This can be surprisingly hard, and the simplest approach is to implement glutLookAt from the OpenGL Utility Toolkit. Make sure you front and back planes are set to sensible values.
Turn off backface culling, at least to start with. Sure with production code backface culling gives you a quick performance gain, but it's remarkably easy to set up normals incorrectly on an object and not see it because you're looking at the invisible face
Remember to call glFlush to make sure that all commands are executed. Drawing to the back buffer then failing to call glSwapBuffers is also a common mistake.
Occasionally you can run into issues with buffer formats - although if you copy from sample code that works on your system this is less likely to be a problem.
Graphics coding tends to be quite straightforward to debug once you have the basic environment correct because the output is visual, but setting up the rendering environment on a new system can always be a bit tricky until you have that first cube or sphere rendered. I would recommend obtaining a sample or template and modifying that to start with rather than trying to set up the rendering window from scratch. Using GLUT to check out first drafts of OpenGL calls is good technique too.