Members in Shoutbox
None.

Shoutbox Search
Search for:


Shoutbox Commands
/w [name] > Whisper
/r > Reply to last whisper
/me > Marks as action

Shoutbox Information
Moderators may delete any and all shouts at will.
Global Shoutbox
Please log in to shout.
Pages: < 1 « 2164 2165 2166 2167 21683539 >

[2015-11-07. : 5:08 am]
Moose -- Yeah, I'll play a match or two, give me a couple of minutes tho
[2015-11-07. : 5:07 am]
CecilSunkure -- hi moose wanna play armored core?
[2015-11-07. : 5:05 am]
Moose -- :wob:
[2015-11-07. : 5:01 am]
CecilSunkure -- well, it gives you data at that spot, which is usually just color
[2015-11-07. : 5:01 am]
CecilSunkure -- you give it a texture sampler + coordinates, it gives you back the color from that spot
[2015-11-07. : 5:00 am]
CecilSunkure -- it grabs something out of a texture at a given index
[2015-11-07. : 4:59 am]
Dem0n -- yes
[2015-11-07. : 4:59 am]
CecilSunkure -- is that in a shader?
[2015-11-07. : 4:59 am]
CecilSunkure -- oh wait sorry
[2015-11-07. : 4:59 am]
Dem0n -- welp
[2015-11-07. : 4:59 am]
CecilSunkure -- It's apart of your assignment
[2015-11-07. : 4:59 am]
CecilSunkure -- so is vec3
[2015-11-07. : 4:59 am]
CecilSunkure -- "texture" is something from your code
[2015-11-07. : 4:59 am]
Dem0n -- dunno what "texture" is there
[2015-11-07. : 4:58 am]
Dem0n -- vec3 Kd_tex = vec3(texture( Tex0, TexCoord ));
[2015-11-07. : 4:58 am]
Dem0n -- it does something with Tex0 and texcoord and sets it equal to the diffuse txture
[2015-11-07. : 4:57 am]
O)FaRTy1billion[MM] -- if anything I'd think it should be the textureId or something, because that's how opengl references the texture image
[2015-11-07. : 4:57 am]
O)FaRTy1billion[MM] -- it depends on what the shader does with "Tex0"
[2015-11-07. : 4:56 am]
Dem0n -- idk why it's just supposed to be initialized to 0 then
[2015-11-07. : 4:55 am]
O)FaRTy1billion[MM] -- in the shader it's setting the variable "Tex0" to whatever TexUnit is supposed to be
[2015-11-07. : 4:55 am]
Dem0n -- Doesn't work anyways so o well
[2015-11-07. : 4:54 am]
Dem0n -- but then I don't actually know what that code is trying to do
[2015-11-07. : 4:54 am]
Dem0n -- texture_shader is just the shaders that i've loaded
[2015-11-07. : 4:54 am]
CecilSunkure -- demon that's code specific to your project
[2015-11-07. : 4:51 am]
Dem0n -- But that crashes just like the otehr one
[2015-11-07. : 4:51 am]
Dem0n -- Someone told me to do this: int TexUnit = 0; texture_shader.setUniformValue("Tex0", (int)TexUnit); meshList[i]->materials[i].map_Kd->bind(TexUnit);
[2015-11-07. : 4:45 am]
O)FaRTy1billion[MM] -- It's just a unique identifier >= 1.
[2015-11-07. : 4:45 am]
O)FaRTy1billion[MM] -- because it's not really a name, that's why it's called textureId everywhere else
[2015-11-07. : 4:43 am]
Dem0n -- If glBindTexture wants a texture name passed in, why is the type supposed to an unsigned int?
[2015-11-07. : 4:42 am]
O)FaRTy1billion[MM] -- QOpenGLTexture
[2015-11-07. : 4:42 am]
O)FaRTy1billion[MM] -- so there is either a problem loading the texture to the texture ID or something we're missing about binding textures with the QTexturewhatever
[2015-11-07. : 4:40 am]
Dem0n -- Yeah. It works fine if I comment that out, but then crashes as soon as I put it back in
[2015-11-07. : 4:39 am]
O)FaRTy1billion[MM] -- Dem0n
Dem0n shouted: Well where is my problem? Why is this shit crashing when I try to get the texture name
is it crashing at the bind, or where specifically?
[2015-11-07. : 4:39 am]
O)FaRTy1billion[MM] -- glBindTexture specifies the texture, the VertexTexCoordwhatever is what maps the texture
[2015-11-07. : 4:39 am]
jjf28 -- soo tired.. sing soft kitty
[2015-11-07. : 4:39 am]
Dem0n -- Well where is my problem? Why is this shit crashing when I try to get the texture name
[2015-11-07. : 4:39 am]
O)FaRTy1billion[MM] -- FaRTy1billion
FaRTy1billion shouted: meshList[i]->texCoordBuffer.bind(); phong_shader.setAttributeBuffer( "VertexTexCoord", GL_FLOAT, 0, 3 ); phong_shader.enableAttributeArray( "VertexTexCoord" );
this maps the vertices to the texture
[2015-11-07. : 4:38 am]
O)FaRTy1billion[MM] -- meshList[i]->texCoordBuffer.bind(); phong_shader.setAttributeBuffer( "VertexTexCoord", GL_FLOAT, 0, 3 ); phong_shader.enableAttributeArray( "VertexTexCoord" );
[2015-11-07. : 4:38 am]
O)FaRTy1billion[MM] -- It doesn't map the vertices, it just says to use that when drawing. The actual mapping is done by texcoords
[2015-11-07. : 4:37 am]
Dem0n -- How? The description of glBindTexture says that it just binds the texture name to the target. Where does it actually map the textures to the vertices or whatevfer?
[2015-11-07. : 4:37 am]
O)FaRTy1billion[MM] -- or rather "when drawing subsequent triangles"
[2015-11-07. : 4:36 am]
O)FaRTy1billion[MM] -- glBindTexture says "Use this image ID, loaded in video ram, when drawing this triangle"
[2015-11-07. : 4:36 am]
O)FaRTy1billion[MM] -- Dem0n
Dem0n shouted: Where does opengl even map the textures onto the mesh? Is it in the glBindTexture thing?
yes
[2015-11-07. : 4:36 am]
O)FaRTy1billion[MM] -- cout << "loading " << texture_file.toStdString() << endl; so you get "loading (whatever) *DONE*" ?
[2015-11-07. : 4:36 am]
Dem0n -- Where does opengl even map the textures onto the mesh? Is it in the glBindTexture thing?
[2015-11-07. : 4:34 am]
Dem0n -- The one I'm trying to load does, at least
[2015-11-07. : 4:34 am]
O)FaRTy1billion[MM] -- is there any other error checking you could do or something?
[2015-11-07. : 4:34 am]
Dem0n -- yes
[2015-11-07. : 4:33 am]
O)FaRTy1billion[MM] -- but does each material have a texture?
[2015-11-07. : 4:33 am]
jjf28 -- (generic off-and-on type advice :P )
[2015-11-07. : 4:33 am]
Dem0n -- Every mesh I'm trying to load has an accompanying material
[2015-11-07. : 4:33 am]
O)FaRTy1billion[MM] -- I was just thinking if one didn't have a texture, if(mat.is_texture) might help xD
[2015-11-07. : 4:33 am]
jjf28 -- rebuild solution
[2015-11-07. : 4:32 am]
Dem0n -- yeah
[2015-11-07. : 4:32 am]
O)FaRTy1billion[MM] -- does the object have only one material?
[2015-11-07. : 4:32 am]
Dem0n -- It crashes after I try loading 1 object, so there's only one in each
[2015-11-07. : 4:32 am]
O)FaRTy1billion[MM] -- If there is no texture in one/any of them it might be a problem
[2015-11-07. : 4:31 am]
O)FaRTy1billion[MM] -- in to the mesh/material ... How many meshes are in meshlist, and how many materials?
[2015-11-07. : 4:31 am]
Dem0n -- if what loads
[2015-11-07. : 4:31 am]
O)FaRTy1billion[MM] -- is there any way to see if it loads properly?
[2015-11-07. : 4:30 am]
Dem0n -- Nah releasing doesn't help. I think it crashes as soon as I try to bind it.
[2015-11-07. : 4:29 am]
Dem0n -- yeah
[2015-11-07. : 4:28 am]
O)FaRTy1billion[MM] -- and you already said the textureId one just didn't work?
[2015-11-07. : 4:28 am]
O)FaRTy1billion[MM] -- try release() after you finish using it
[2015-11-07. : 4:28 am]
Dem0n -- yeah I try doing that and it crashes my program
[2015-11-07. : 4:28 am]
Dem0n -- o it has to be ->
[2015-11-07. : 4:27 am]
CecilSunkure -- rofl
[2015-11-07. : 4:27 am]
O)FaRTy1billion[MM] -- lolwut
[2015-11-07. : 4:25 am]
Dem0n -- :rip:

Pages: < 1 « 2164 2165 2166 2167 21683539 >


Members Online: Roy, Dem0n