У меня есть игровой движок C++17, который обеспечивает плавный рендеринг. В качестве графического интерфейса я интегрировал библиотеку RmlUi, и хотя она компилируется и запускается без каких-либо ошибок, она не отображается. Мое приложение использует OpenGL 4.6, GLFW3 и GLAD и работает на Linux Ubuntu 22.04. Я использую RMLUI_GL3_CUSTOM_LOADER= для интеграции с серверной частью. Я отладил приложение, и все это работает: GL-контекст, создание VAO/VBO/IBO, привязка шейдера, отправка геометрии треугольников..., RmlGL3::Initialize ОК... НО НЕТ РЕНДЕРИНГА!
Я реализовал "глубокий" регистратор для OpenGL и RmlUi, но без комментариев...
At RmlGL3::Initialize(): 0x51f000013480
GL: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 4 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
//////////////////////////////////////////////////////////////////////////////////// GL3 Init: OK | msg:
Loaded font face 'rmlui-debugger-font' [regular] from 'memory'.
Loaded font face 'rmlui-debugger-font' [italic] from 'memory'.
RmlUi initialized and MainMenuDocument displayed
Current GLFW context: 0x51f000013480
GL: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 6 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 7 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 8 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 9 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 10 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 11 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 12 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 13 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 14 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 15 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 16 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 17 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 18 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 19 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 20 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 21 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 22 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 23 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 24 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
returnedValue: 1
tries: 1
looping within receivingProcess - IF: Game
no msg in mMidQ - Game !!
mDriver->mPreventFromBlocking(game): 0
using previous timeout value
DELTA: 0.012150
FPS : 82.3
accumulator: 0.012150
Documents: 6
Doc[0] children=2
Doc[1] children=2
Doc[2] children=3
Doc[3] children=1
Doc[4] children=1
Doc[5] children=0
Current GLFW context: 0x51f000013480
Подробнее здесь: https://stackoverflow.com/questions/797 ... -any-error
Почему интеграция библиотеки RmlUi не вызывает ошибок? ⇐ C++
Программы на C++. Форум разработчиков
-
Anonymous
1760121891
Anonymous
У меня есть игровой движок C++17, который обеспечивает плавный рендеринг. В качестве графического интерфейса я интегрировал библиотеку RmlUi, и хотя она компилируется и запускается без каких-либо ошибок, она не отображается. Мое приложение использует OpenGL 4.6, GLFW3 и GLAD и работает на Linux Ubuntu 22.04. Я использую RMLUI_GL3_CUSTOM_LOADER= для интеграции с серверной частью. Я отладил приложение, и все это работает: GL-контекст, создание VAO/VBO/IBO, привязка шейдера, отправка геометрии треугольников..., RmlGL3::Initialize ОК... НО НЕТ РЕНДЕРИНГА!
Я реализовал "глубокий" регистратор для OpenGL и RmlUi, но без комментариев...
At RmlGL3::Initialize(): 0x51f000013480
GL: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 4 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
//////////////////////////////////////////////////////////////////////////////////// GL3 Init: OK | msg:
Loaded font face 'rmlui-debugger-font' [regular] from 'memory'.
Loaded font face 'rmlui-debugger-font' [italic] from 'memory'.
RmlUi initialized and MainMenuDocument displayed
Current GLFW context: 0x51f000013480
GL: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 6 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 7 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 8 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 9 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 10 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 11 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 12 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 13 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 14 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 15 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 16 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 17 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 18 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 19 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 20 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 21 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 22 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 23 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL: Buffer detailed info: Buffer object 24 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
returnedValue: 1
tries: 1
looping within receivingProcess - IF: Game
no msg in mMidQ - Game !!
mDriver->mPreventFromBlocking(game): 0
using previous timeout value
DELTA: 0.012150
FPS : 82.3
accumulator: 0.012150
Documents: 6
Doc[0] children=2
Doc[1] children=2
Doc[2] children=3
Doc[3] children=1
Doc[4] children=1
Doc[5] children=0
Current GLFW context: 0x51f000013480
Подробнее здесь: [url]https://stackoverflow.com/questions/79787620/why-does-rmlui-library-integration-not-throw-any-error[/url]
Ответить
1 сообщение
• Страница 1 из 1
Перейти
- Кемерово-IT
- ↳ Javascript
- ↳ C#
- ↳ JAVA
- ↳ Elasticsearch aggregation
- ↳ Python
- ↳ Php
- ↳ Android
- ↳ Html
- ↳ Jquery
- ↳ C++
- ↳ IOS
- ↳ CSS
- ↳ Excel
- ↳ Linux
- ↳ Apache
- ↳ MySql
- Детский мир
- Для души
- ↳ Музыкальные инструменты даром
- ↳ Печатная продукция даром
- Внешняя красота и здоровье
- ↳ Одежда и обувь для взрослых даром
- ↳ Товары для здоровья
- ↳ Физкультура и спорт
- Техника - даром!
- ↳ Автомобилистам
- ↳ Компьютерная техника
- ↳ Плиты: газовые и электрические
- ↳ Холодильники
- ↳ Стиральные машины
- ↳ Телевизоры
- ↳ Телефоны, смартфоны, плашеты
- ↳ Швейные машинки
- ↳ Прочая электроника и техника
- ↳ Фототехника
- Ремонт и интерьер
- ↳ Стройматериалы, инструмент
- ↳ Мебель и предметы интерьера даром
- ↳ Cантехника
- Другие темы
- ↳ Разное даром
- ↳ Давай меняться!
- ↳ Отдам\возьму за копеечку
- ↳ Работа и подработка в Кемерове
- ↳ Давай с тобой поговорим...
Мобильная версия