[gl2ps] troubles rendering to gl2ps
Gregory Martinez
gregory.david.martinez at gmail.com
Thu Jul 21 09:00:09 CEST 2016
Apparently, this is being caused by my use of vertex and fragment shaders
-- as when I don't use them, gl2ps works fine. Is there a way I could use
both vertex/fragment shaders with gl2ps?
On Wed, Jul 20, 2016 at 8:15 PM, Gregory Martinez <
gregory.david.martinez at gmail.com> wrote:
> Hello,
>
> I'm having troubles rendering to gl2ps. When I try to render to gl2ps, I
> get a eps that is blank, but has the correct dimensions. This makes me
> think that it's using the correct viewport, but something is going wrong
> with the actual rendering. The GL option I am using are:
>
> glewInit();
> glClearColor(1.0, 1.0, 1.0, 1.0);
> glEnable(GL_DEPTH_TEST);
> glDepthFunc(GL_LESS);
> glEnable(GL_BLEND);
> glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
> glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
> glEnable(GL_LIGHT0);
> glEnable(GL_LIGHT1);
> glEnable(GL_LIGHT2);
> glEnable(GL_LIGHT3);
> glEnable(GL_LIGHT4);
> glEnable(GL_LIGHT5);
> glEnable(GL_LIGHT6);
> glEnable(GL_LIGHT7);
>
> Although I've tried commenting these out with no effect. I'm also using
> shaders and frame buffer objects -- will these effect gl2ps in anyway?
>
> The snippet of code that renders to gl2ps is:
>
> void RenderToFile(const GLfloat rotX, const GLfloat rotY, const GLfloat
> rotZ, const GLfloat distance)
> {
> FILE *fp = fopen("myoutput.eps", "wb");
> GLint buffsize = 0, state = GL2PS_OVERFLOW;
> GLint viewport[4];
>
> glGetIntegerv(GL_VIEWPORT, viewport);
>
> char *oldlocale = setlocale(LC_NUMERIC, "C");
>
> /* gl2ps drawing stuff */
> setlocale(LC_NUMERIC, oldlocale);
>
> while( state == GL2PS_OVERFLOW )
> {
> buffsize += 1024*1024;
> gl2psBeginPage ( "Titles", "Software", viewport,
> GL2PS_EPS, GL2PS_BSP_SORT, GL2PS_SILENT |
> GL2PS_SIMPLE_LINE_OFFSET |
> GL2PS_NO_BLENDING |
> GL2PS_OCCLUSION_CULL | GL2PS_BEST_ROOT |
> GL2PS_USE_CURRENT_VIEWPORT,
> GL_RGBA, 0, NULL, 0, 0, 0, buffsize,
> fp, "myoutput" );
> Render(rotX, rotY, rotZ, distance);
> state = gl2psEndPage();
>
> }
> fclose(fp);
> }
>
> Here, Render(...) contains the actual drawing commands. Any help would be
> appreciated.
>
> -- Greg
>
>
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