I am working on Qt/openGL and I have some issue to activate my depth buffer.
At every frame, I activate the following states:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
Plus I checked that the size of my depth buffer is not null (glGetIntegerv(GL_DEPTH_BITS) gives me 24, which is the expected value)
however the depth test is not working and some fragments that should be discarded by depth test are not.
Any idea?
OK, so problem fixed!
Here is the method I used if anyone gets the same issue.
I installed GDebugger, and checked that depth buffer was indeed not written.
I exported the openGL current state and here are the states relative to depth test:
GL_DEPTH_BIAS=0
GL_DEPTH_BITS=24
GL_DEPTH_CLEAR_VALUE=2147482496
GL_DEPTH_FUNC=GL_LESS
GL_DEPTH_RANGE={0, 1}
GL_DEPTH_SCALE=1
GL_DEPTH_TEST=TRUE
GL_DEPTH_WRITEMASK=FALSE
Everything seems okay except GL_DEPTH_WRITEMASK which is false.
I activated it using:
glDepthMask(GL_TRUE);
and everything is working!
EDIT: Actually, the activation of the state must be done at every frame for correct rendering
I was facing the same problem, and setting the GL_DEPTH_BUFFER_BIT in the glClear function solved my problem.
Related
I have a very trouble with Gamemaker 8.1.
So recently, I've followed this video tutorial which shows creating a game 3D on its game engine.
https://www.youtube.com/watch?v=0Jo0JEEukhc
I tried to test my game, but an error message shows
this.
What caused that error? Here is the code so I hope you can fix it as well.
direction -= (display_mouse_get_x() -(display_get_width()/2))/5
zto -= (display_mouse_get_y() -(display_get_height()/2))/2
display_mouse_set(display_get_width()/2,display_get_height()/2)
xto = lengthdir_x(100,direction)+x
yto = lengthdir_y(100,direction)+y
d3d_set_projection(x,y,z,xto,yto,zto,0,0,1)
draw_set_color(c_white)
d3d_draw_floor(0,0,0,room_width,room_height,0,background_get_texture(floor_tex),room_width/128,room_height/128)
d3d_draw_floor(0,0,100,room_width,room_height,100,background_get_texture(root_tex),room_width/128,room_height/128)
Also, the version of Gamemaker is 8.1.141 (r11549)
Thanks
Cheers
-Sajad Sadiq Abd Amhamad
In the video, the author creates two Background resources around 0:25, called floor_tex and roof_tex (mistyped as root_tex in your code). You'd want to either name your resources accordingly or adjust your code to match the names in your project.
In Qt3D certain properties of rendered objects are not just simply set on the renderer, but they are globally (per view) or locally (on the material of a rendered object) added to the renderPasses - or so is my comprehension at least. (I'm using PySide2 - but the code is almost the same in C++)
For example when adding a geometry-renderer and using its primitive type point (Qt3DRender.QGeometryRenderer.Point) instead of rendering triangle-faces it displays the points of the geometry.
Here is an example figure with the default type.
The same only showing the points (renderer.setPrimitiveType(Qt3DRender.QGeometryRenderer.Points))
Hard to guess, but here the point-size has been already been changed - using the following code:
material = Qt3DExtras.QPhongMaterial(e)
for t in material.effect().techniques():
for rp in t.renderPasses():
pointSize = Qt3DRender.QPointSize(rp)
pointSize.setSizeMode(Qt3DRender.QPointSize.SizeMode.Fixed)
pointSize.setValue(5.0)
rp.addRenderState(pointSize)
According to the documentation the same mechanism can be used to change the line-width when rendering the object with Lines (LineStrip) as primitive type. Adding
lineWidth = Qt3DRender.QLineWidth(rp)
lineWidth.setValue(5.)
lineWidth.setSmooth(True)
rp.addRenderState(lineWidth)
does not change the line-width.
Why? Where do I need to add QLineWidth? Is it the material I chose which ignores the QLineWidth-state?
I'm fighting with similar problems at the moment. I tried to reproduce the behaviour with Qt3D line width test. When setting format version to 4.6 with CoreProfile, the maximum of linewidth seems to be 1 (or equivalently width=3 displayed by the line test).
It might be possible that this is the maximum supported range.
See:
https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glLineWidth.xhtml
opengl glLineWidth() doesn't change size of lines
Note: I deliberately chose version 4.6 as that is the supported openGL version on my environment.
I ran into the same issue. It appears the problem is caused by Qt3DExtras::Qt3DWindow, which constructs a QSurfaceFormat with an OpenGL core profile. The glLineWidth function is not supported in the core profile.
Unfortunately there is no way to pass a QSurfaceFormat to Qt3DWindow. Setting a new format after the window is created also does not work.
The only way around this is to write your own window class with a QSurfaceFormat in compatibility mode. For example:
setSurfaceType(QSurface::OpenGLSurface);
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
format.setVersion(4, 3);
format.setProfile(QSurfaceFormat::CompatibilityProfile);
format.setDepthBufferSize(24);
format.setSamples(4);
format.setStencilBufferSize(8);
setFormat(format);
QSurfaceFormat::setDefaultFormat(format);
Fortunately Qt3DExtras::Qt3DWindow does not actually contain a lot of functionality and you can easily write a similar class with the QSurfaceFormat changes mentioned above.
You can find the original source here for reference:
https://code.woboq.org/qt5/qt3d/src/extras/defaults/qt3dwindow.cpp.html
How can I increase maxTokensPerLine in my own Atom.IO environment?
I've got some long lines causing syntax to not be recognized properly, for example not highlighted correctly and brackets not taken note of etc.
But this seems to be a current source containing it. It seems to be taken as a parameter which suggests it could be configurable?
grammar-registry.coffee
I found
this.maxTokensPerLine = (_ref1 = options.maxTokensPerLine) != null ? _ref1 : Infinity;
on line 22 of /usr/share/atom/resources/app/apm/node_modules/first-mate/lib/grammar-registry.js
maxTokensPerLine also appears in
/usr/share/atom/resources/app/apm/node_modules/first-mate/lib/grammar.js
I tried adding maxTokensPerLine: 1000 in config.cson under *, core and editor, but it had no effect.
(old) maxTokensPerLine
syntax.coffee
You can use the package grammar-token-limit, which will handle changing it for you. All you need to do is specify which value you want in the package settings.
I guess if you want to do it yourself, this package would be the place to start looking.
I made a tilemap. and used it on cocos2d-js.
Just added
this._map = new cc.TMXTiledMap(res.tilemap);
this.addChild(this._map, 0, 1);
in Layer.
But When I use this image,
http://i.imgur.com/f5VG0Nr.png,
http://i.imgur.com/Ugg9GNq.png
this error occured.
[.WebGLRenderingContext]RENDER WARNING: texture bound to texture
unit 0 is not renderable. It maybe non-power-of-2 and have incompatible
texture filtering or is not 'texture complete'
But When I used other image, it works.
like
http://i.imgur.com/Grv0srJ.png,
http://i.imgur.com/v1eWdkE.png,
http://i.imgur.com/BXKRbVx.png
I changed tilemap many times with that images, but same result.
I don't know what is diffrent that images.
Please help me.
Have you tried I believe I encountered this error once:
Have you tried adding all the image files in your resources.js file?
I'm a newbie in IDA (and reverse engineering).
I'm trying to use the "patch->assembly" option in the edit->patch menu, but it fails with an error I cannot understand.
My current line is "jnz short func" (where func is a label I renamed from loc_xxxx), and I am trying to change it to "jmp short func", but when I click OK I get a message box with the message: "cannot reach destination from current location".
Can anyone explain What does that mean and why doesn't it work? I tried to search all over and I can't find any answer!
I must also add that I'm doing this as part of an IDA tutorial I found (in tut4you.com).
Thanks again for your help, I'm really stuck with that!
"jnz short func" and "jmp short func" instructions doesn't have the same number of bytes..Try to keep code alignment with the original code..
Also jnz, jz, ja,..(conditional jumps) don't work with far pointers (i.e. intersegment).. but only jmp..