glew

What's the point of glutidlefunc() in freeglut

依然范特西╮ 提交于 2019-12-04 11:27:57
问题 I get how glutdisplayfunc() makes the display loop and Iv read in some places that you should put the game mechanics in glutidle instead of the display; why can't you just put them in a while (gameisrunning) loop? 回答1: In event-driven programming, like you have in interactive OpenGL applications, the main application loop generally does three things: check the current event queues, and process any events (e.g., mouse movement, key presses, etc.) that have occurred since the last check update

Installation of all OpenGL libraries for development in Ubuntu 11.10

心已入冬 提交于 2019-12-04 02:36:11
I've got a just installed ubuntu 11.10. I follow the first answer in this question. I installed: freeglut3 freeglut3-dev igor@ubuntu:~$ sudo apt-get install freeglut3 [sudo] password for igor: Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: freeglut3 0 upgraded, 1 newly installed, 0 to remove and 253 not upgraded. Need to get 77.5 kB of archives. After this operation, 315 kB of additional disk space will be used. Get:1 http://us.archive.ubuntu.com/ubuntu/ oneiric/main freeglut3 i386 2.6.0-1ubuntu2 [77.5 kB]

GLEW: Apple Mach-O Linker (Id) Error

我是研究僧i 提交于 2019-12-03 17:13:49
I'm trying to use glew in my Xcode project, but I'm getting this: Apple Mach-O Linker (Id) Error... Undefined symbols for architecture x86_64 I'm using the current version of glew that I downloaded from their sourceforge site . Here's what I did: Install Glew via MacPorts. (in terminal run the command sudo port install glew ) In the Xcode project's build settings add the following: other linker flags: -lGLEW header search paths: /opt/local/include/ library search paths: /opt/local/lib/ You aren't linking with the GLEW library. You will probably have to add the directory, you installed GLES

Accessing anything GLEW related immediately crashes program in MinGW

北慕城南 提交于 2019-12-03 17:07:20
Here is the code: #define GLEW_STATIC #include "GL/glew.h" int main () { glewExperimental = GL_TRUE; return 0; } Here is the output: Process finished with exit code -1073741515 (0xC0000135) When the 'glewExperimental' line is commented out, program exits with 0. Here is the CMake file (I am using CLion): cmake_minimum_required(VERSION 2.8.4) project(untitled) add_definitions(-DGL_GLEXT_PROTOTYPES) add_definitions(-DWINVER=0x0602) add_definitions(-D_WIN32_WINNT=0x0602) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11") set(SOURCE_FILES main.cpp) add_executable(untitled ${SOURCE_FILES}) target

multiple definition of `DllMainCRTStartup@12' while building glew on windows with mingw32

久未见 提交于 2019-12-03 16:23:37
I followed this topic: Building glew on windows with mingw but something went wrong here: gcc -shared -Wl,-soname,libglew32.dll -Wl,--out-implib,lib/libglew32.dll.a -o lib/glew32.dll src/glew.o -L/mingw/lib -lglu32 -lopengl32 -lgdi32 -luser32 -lkernel32 I get this error: C:\MinGW\dev_lib\glew-2.0.0>gcc -shared -Wl,-soname,libglew32.dll -Wl,--out-implib,lib/libglew32.dll.a -o lib/glew32.dll src/glew.o -L/mingw/lib -lglu32 -lopengl32 -lgdi32 -luser32 -lkernel32 src/glew.o:glew.c:(.text+0x28f80): multiple definition of `DllMainCRTStartup@12' c:/mingw/bin/../lib/gcc/mingw32/4.9.3/../../../dllcrt2

Call glewInit once for each rendering context? or exactly once for the whole app?

烈酒焚心 提交于 2019-12-03 12:34:39
问题 I have a question about how to (correctly) use glewInit() . Assume I have an multiple-window application, should I call glewInit() exactly once at application (i.e., global) level? or call glewInit() for each window (i.e., each OpenGL rendering context)? 回答1: Depending on the GLEW build being used the watertight method is to call glewInit after each and every context change ! With X11/GLX functions pointers are invariant. But in Windows OpenGL function pointers are specific to each context.

Glew problems, unresolved externals

和自甴很熟 提交于 2019-12-03 12:13:59
I want to start working with OpenGL 3+ and 4 but I'm having problems getting Glew to work. I have tried to include the glew32.lib in the Additional Dependencies and I have moved the library, and .dll into the main folder so there shouldn't be any path problems. The errors I'm getting are: Error 5 error LNK2019: unresolved external symbol __imp__glewInit referenced in function "void __cdecl init(void)" (?init@@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader Error 4 error LNK2019: unresolved external symbol __imp__glewGetErrorString referenced in

What does GLEW do and why do I need it?

主宰稳场 提交于 2019-12-03 10:50:04
问题 Okay, so I already know why I need GLEW, but only up to a point. If I am using modern OpenGL stuff, probably from version 3.0 onwards, and/or am using the Core Profile, then GLEW is required as without it compilation produced error such as glGenVertexArrays was not declared. So GLEW does a bit of background work including the modern OpenGL functions we would like to use, probably. Apart from that, does it do anything else? Also, how does it work. As an example, does it improve cross-platform

Cannot deploy GLFW 3.2

百般思念 提交于 2019-12-03 07:36:46
So this one is a doozie; I've got a pretty large OpenGL solution, written in version 3.2 core with GLSL 1.5 in Windows 7. I am using GLEW and GLM as helper libraries. When I create a window, I am using the following lines: // Initialize main window glewExperimental = GL_TRUE; glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // Use OpenGL Core v3.2 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); if(!glfwOpenWindow(Game::WINDOW_X, Game::WINDOW_Y, 0, 0, 0, 0, 32, 0, GLFW_WINDOW)) { ... If I omit the three glfwOpenWindowHint

What's the point of glutidlefunc() in freeglut

折月煮酒 提交于 2019-12-03 07:23:07
I get how glutdisplayfunc() makes the display loop and Iv read in some places that you should put the game mechanics in glutidle instead of the display; why can't you just put them in a while (gameisrunning) loop? In event-driven programming, like you have in interactive OpenGL applications, the main application loop generally does three things: check the current event queues, and process any events (e.g., mouse movement, key presses, etc.) that have occurred since the last check update the application state - things like player and object positions, game physics, etc. - in preparation of the