Open shlykovarseny opened 11 months ago
What is the OpenTkInit()
function and where in the code is it?
What version of OpenTK are you using?
Are you running code on different threads?
First of all, I'm using OpenTK in the Avalonia project. Avalonia's version is 0.10.14 and OpenTK's version is 4.7.7
All my code is single thread for now.
I took this code as reference OpenTKAvalonia.
Here is the "original" OpentTkInit method:
protected override void OpenTkInit()
{
//Compile shaders
_shader = new("Shaders/shader.vert", "Shaders/shader.frag");
//Load textures
_brickTexture = new();
_brickTexture.Use();
_brickTexture.LoadFromFile("Textures/wall.jpg");
//Set textures in shaders
_shader.Use();
_shader.SetInt("texture0", 2);
//Create vertex and buffer objects
_vertexArrayObject = GL.GenVertexArray();
_vertexBufferObject = GL.GenBuffer();
//Set bg colour to a dark forest green
GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
//Bind to the VAO
GL.BindVertexArray(_vertexArrayObject);
//Set up the buffer for the triangle
GL.BindBuffer(BufferTarget.ArrayBuffer, _vertexBufferObject);
//Copy triangle vertices to the buffer
GL.BufferData(BufferTarget.ArrayBuffer, _vertices.Length * sizeof(float), _vertices, BufferUsageHint.StaticDraw);
//Configure structure of the vertices
// (position parameter in vertex shader, 3 points, data is stored as floats, non-normalized, 5 floats/point, first point at offset 0 in data array)
GL.VertexAttribPointer(_shader.GetAttribLocation("aPosition"), 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);
GL.EnableVertexAttribArray(_shader.GetAttribLocation("aPosition"));
//Configure texture coordinate structure
var texCoordLocation = _shader.GetAttribLocation("aTexCoord");
GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
GL.EnableVertexAttribArray(texCoordLocation);
//Set up the EBO
_elementBufferObject = GL.GenBuffer();
//Set up its buffer
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _elementBufferObject);
//Copy data to the buffer
GL.BufferData(BufferTarget.ElementArrayBuffer, _indices.Length * sizeof(uint), _indices, BufferUsageHint.StaticDraw);
}
From the base class BaseTkOpenGlControl
inherited from the Avalonia.OpenGL.Controls.OpenGlControlBase
:
protected sealed override void OnOpenGlInit(GlInterface gl, int fb)
{
//Initialize the OpenTK<->Avalonia Bridge
_avaloniaTkContext = new(gl);
GL.LoadBindings(_avaloniaTkContext);
//Invoke the subclass' init function
OpenTkInit();
}
//Simply call the subclass' teardown function
protected sealed override void OnOpenGlDeinit(GlInterface gl, int fb)
{
OpenTkTeardown();
//Workaround an avalonia issue where the depth buffer ID is not cleared
//which causes depth problems (see issue #1 on this repo)
_depthBufferField.SetValue(this, 0);
}
That works ok. My issue is about moving all job with buffers to the other method whith runs in the app's runtime. Absolutely same code but in the other place.
You need to make sure that you have an opengl context current on the thread. Is it possible that the "runtime" function doesn't have a context current?
Hi there. If I define buffers inside the
OpenTkInit()
method like in tutorials, it work OK. But if I do same in some other method after the OpenTK is already initialized,GL.GenBuffer()
gets zero. How to solve it? I need to add buffered data during the runtime. For example, add some surface from the file or remove it.