#ERROR CODE COULD NOT INIT 3D SYSTEM SHADER MODEL 3.0 DRIVER#
This means, the driver converts your GL_RGB or GL_BGR to what the GPU prefers, which typically is RGBA/BGRA. GL_RGB and GL_BGR is considered bizarre since most GPUs, most CPUs and any other kind of chip don't handle 24 bits. In other words, GL_RGBA or GL_BGRA is preferred when each component is a byte. The default alignment is 4.Īnd if you are interested, most GPUs like chunks of 4 bytes. This is done by calling glPixelStorei(GL_UNPACK_ALIGNMENT, #), where # is the alignment you want. OpenGL's row alignment can be changed to fit the row alignment for your image data. For those that don't, each row will start exactly 1203 bytes from the start of the last. Some image file formats may inherently align each row to 4 bytes, but some do not. If we do the math, 401 pixels x 3 bytes = 1203, which is not divisible by 4. The height is irrelevant what matters is the width. This typically happens to users loading an image that is of the RGB or BGR format (for example, 24 BPP images), depending on the source of your image data.Įxample, your image width = 401 and height = 500. If your program crashes during the upload, or diagonal lines appear in the resulting image, this is because the alignment of each horizontal line of your pixel array is not multiple of 4. You create storage for a Texture and upload pixels to it with glTexImage2D (or similar functions, as appropriate to the type of texture).
MyTexture :: MyTexture ( const char * pfilePath ) Texture upload and pixel reads For example, one might have a texture object that has a constructor and a destructor like the following: In an object-oriented language like C++, it is often useful to have a class that wraps an OpenGL Object. In case of a core extension, you should check for both the version and the presence of the extension if either is there, you can use the functionality. The correct behavior is to check for the presence of the extension if you want to use the extension API, and check the GL version if you want to use the core API. One of the possible mistakes related to this is to check for the presence of an extension, but instead using the corresponding core functions.
I'm working with sparse voxel octree, above is a test code. SrcColor = AccumulateColor(srcColor, dstColor) ĬurVal = imageAtomicCompSwap(bricks, globalCoord, srcVal, dstVal) Uvec4 srcColor = DecodeColorFromUint(srcVal) Ivec3 globalCoord = GetBrickCoord(brickInd, ivec3(x, y, z)) Uint srcVal, curVal, dstVal = 0x00000000u init_brick_block_tex.comp, use random value to initialize brick color ImageStore(neighbor, brickCoord, uvec4(brickInd)) Ivec3 brickCoord = GetBrickCoord(brickInd) Uint octreeInd = gl_GlobalInvocationID.x init_neighbor_tex.comp, initialize neighborTex value GlClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ĭata->proj = glm::perspective(camera->GetCameraZoom(), 1.f, 0.1f, 100000.f) GlFlushMappedNamedBufferRange(contextBO, 0, sizeof(GLuint)) Uint32_t* data = (uint32_t*)glMapNamedBufferRange(contextBO, 0, sizeof(GLuint), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT) GlMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT) Uint32_t groupX = GetGroupNum64(octreeSize) GlFlushMappedNamedBufferRange(cameraContextBO, 0, sizeof(CameraContext)) GlBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraContextBO) ĬameraContext* data = (CameraContext*)glMapNamedBufferRange(cameraContextBO, 0, sizeof(CameraContext), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT) ĭata->model = glm::scale(mat4(1.0f), vec3(512.f)) GlNamedBufferStorage(cameraContextBO, sizeof(CameraContext), nullptr, GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT) GlBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, contextBO) GlNamedBufferStorage(contextBO, sizeof(uint32_t) * data.size(), data.data(), GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT)
a test octree structure, octree value is brick indexįor (uint32_t i = 0 i data = Std::shared_ptr scene = std::make_shared()