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Unable to destroy own opengl context after calling Unigine::Engine::init
sebastian.vesenmayer posted a topic in C++ Programming
We run into a problem with an AMD Radeon RX 6800 graphics card when shutting down our application. When we call Unigine::Engine::init with our own created opengl context the next call to "wglDeleteContext(m_context);" crashes in the graphics driver. When we are not calling Unigine::Engine::init we are able to destroy the opengl context normally. This happens with Qt Opengl Context and build from scratch Windows OpenGL context. We don't know what is happening in the init call with te opengl context, but maybe you can tell us? NVidia graphics cards work. Thanks. -
Hello, I am migrating to 2.12 version right now. I fixed all api changes and changed config files from unigine.cfg to default.boot. But I am getting only a white picture for directx and opengl. We are managing opengl and directx context and application window by ourselves. Did anything change in graphics api usage? GPU usage is 100 % so it is rendering something but it is not swapping to the front buffer. Thanks
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Hi, we currently try to use the unigine render context to render a external symbology to a texture within the same graphics context. To achive this we need to get the current context of the Unigine Render engine. We've tried to use the Unigine::RenderContext class by getting it from the App like this. App::get()->getGLContext() We've been also able to get the ogengl name of that context and the void* returned is not null. We currently have trouble interpreting the return value, as there is no further information. In a current setup that we use, we use glfw in the backend that allows to access the native contexts via the following methods for Linux and Windows. The methods glfwGetGLXContext and glfwGetWGLContext described here https://www.glfw.org/docs/latest/group__native.html define the interface that we currently would expect. Is there already something in Unigine that we could use to access the native OS's rendering context? Best regards Florian
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Hello everybody, we are planning a Project now with Qt Ui Elements on top of a Unigine Widget. We made a little research and found out that Qt is using a BackingStore to composite their UI Elements/Widgets (Labels, Buttons etc.). After calling winId() on a QWidget, the QWidget class creates a native HWND on Windows. When creating a OpenGL context with the HWND the rendered content is not blended correctly with the UI. Since Unigine uses the same technique with their AppQt example, we are wondering if you have any idea, how to do this. Or is there a solution to use a QOpenGLWidget instead of a QWidget? Thanks, Sebastian
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I'm having an issue with the water reflections in OpenGL. I am currently using the viewport masking for my water reflections so that it reflects a lo-res billboard model rather than a hi-res 3d model. When in Directx11 this works fine (As shown in the attached image) However, in OpenGL the surrounding areas of the reflecting billboard model are opaque. Any help would be appreciated. Thanks
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Помогите, пожалуйста! Красила террейн в Editor terrain, а юниджайн упал. Всё конечно как-то сохранилось, и вроде выглядит нормально, но при загрузке мира появилась ошибка "OpenGL error: invalid value" . Причём если зайти сначала в другой мир, а потом в проблемный, ошибка исчезает. Что могло произойти и как это починить??
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C++ Game Programmer needed for long-term, project based, freelance work
anthony.mann posted a topic in Collaboration
We are currently looking for a C++ programmer to help with, project based, freelance coding. We would ideally like someone who is familiar with the Unigine C++ API. All work, milestones and payments will be conducted through elance.com. Here is a link to our post: https://www.elance.com/job/42276114/proposals?eventId=170789117 No need to sign up for elance unless you have been selected for the job. Please email me with any relevant work experience. This current need will be to pass .LIB files through the Unigine C++ API to create a voxel world in the Unigine engine. All voxel code has been created and works perfectly in a custom written OpenGl renderer. We now need that code to render through Unigine. All tech, code, gfx etc will be under a strict NDA. Please email me a quote as we are looking for the best applicant with the best price for miscellaneous long-term projects. Please read over the elance post for a general description of what we are looking for. Thank you, Mann Made Games. ________________________________________________________________________________ EDIT - Elance cuts off part of our posting if you're not signed in. Here is the entire post: This could become a long term relationship - PM me for specific details concerning this immediate $500-$1000 project! Project will require an NDA. Title: C++ Game Programmer We need an exceptional C++ programmer for our Game Development department! The ideal candidate will have a demonstrated track record of high performance and teamwork, passion for games, and the ability to work for a dynamic, fast-paced team. The C++ Game Programmer will work with our team remotely in the development of our newest game on the PC platform. The ideal candidate will have strong analytical and troubleshooting skills; fluency in coding, algorithms, and systems design; solid communication skills; and a desire to solve complex problems of varying scale. Responsibilities may include: -Create and modify our game using Unigine's C++ API, DirectX, OpenGL and variety of other tools -Work with artists and sound engineers to incorporate assets into games -Quickly prototype new game concepts -Write software to calculate game statistics -Participate in Skype meetings relating to designing system architecture Requirements: Bachelor's degree (or equal experience) Proficient in C++ OpenGL - DirectX a plus Game programming experience a plus Good written and oral communication a MUST. We are always looking for great talent. We appreciate your interest in joining our team. Only applicants who meet the requirements of this position will be considered. We are looking for self-starters who can see technical projects through and communicate results. To be considered, please include any links to GitHub projects, blog posts, or similar relevant sources.- 1 reply
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Hello together, i got a batch file: set PATH=./bin;./lib;%PATH% ../main_x64 -video_app direct3d11 -sound_app openal -data_path ../ -system_script data/core/unigine.cpp -extern_plugin ../lib/Network -extern_define "_RUN_MODE_CLIENT" -console_command "editor_load && world_load data/relics_of_annorath/merasurien" -video_mode -1 -video_width 1600 -video_height 900 -video_multisample 0 -video_fullscreen 0 If i start this batch file i get an error: "OpenGL-Warning.png" If i say now. OK, he starts my application (FPS 9) then i try to go via Menu (esc) and swap there to DX11 "API_DX11.png say "apply" he asks for restart, i say ok, he don't restart. I closed it now by hand, restart it, error again "OpenGL-Warning.png", and in Menu he didn't swapped value. DX11 is installed. - DX11_Install.png My graphic card: GeFore GT 555M Updates of this card: "Nividia_Update.png" (No new updates available) System: Windows 7 Prof. 64 Bit. I also tryied to set -video_app to direct3d9 or 10 but same problem, if i set it to null no error. Hope you can help me fast. Best regards Lars Update: Unigine Version: 2012 February Update2: Other developer in my team got no problems but he got an ATI graka. Update3: If i start application, CPU Usage is 7% and RamUsage is 1.2 GB. Total Ram: 8 GB, more then 50% free. Update4: Problem solved, changed main_x64 to main_x86 now its working, but i got a Win 7 64 bit System LOL! -.-
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Hello, I am evaluating Unigine on my Mac running Mac OS X 10.7.3 Lion, and I found out that many benchmark app features that are supported on Linux (tested on Ubuntu) and Windows (tested on Windows 7) running OpenGL 4.2 Compatibility Context with latest AMD drivers, are not supported on Mac running by default OpenGL 2.1 Compatibility Context (the maximum which is suppported by Apple). Does Unigine support OpenGL 3.2 Core Profile Context introduced in Lion? If not, are there any plans for the support. Unfortunatelly Compatibility Context is stuck on 2.1 on Mac, and Apple AFAIK does not plan to update it, so if we want to support some more recent functions we need to go for Core Profile on Mac. When I run benchmarks I can see many errors about shaders when running on mac: ERROR: 0:1: '' : version '150' is not supported AFAIK these GLSL shaders could compile fine in Core Profile, unless some depreciated functions are used, but that one needs to be explicitly specified/requested in NSOpenGLPixelFormat, but I cannot find any reference how/and if it is supported in Unigine. Cheers, Adam