glew

Linking against GLEW with CMake

南笙酒味 提交于 2019-12-10 20:06:34
问题 My project depends on GLEW and is built with CMake, so i took the FindGLEW.cmake from here http://code.google.com/p/nvidia-texture-tools/source/browse/trunk/cmake/FindGLEW.cmake?r=96 and wrote find_package(GLEW REQUIRED) in my CMakeLists.txt. Problem is that i am working on a cluster PC were several versions of GLEW are available. One version is stored in /usr/lib which is not the latest. the latest version is stored in /opt/local/lib64 . this is the version i want to link against. so i added

OpenGL wih Qt5: #error gl.h included before glew.h

对着背影说爱祢 提交于 2019-12-10 20:04:25
问题 I have project on Qt4.8 and trying to build it with Qt5.1. I receive lots of #error gl.h included before glew.h and #error glext.h included before glew.h errors. Seems like it was big changes in Qt5 with OpenGL.. All includes are #include "GL/glew.h" #include "GL/gl.h" #include "GL/glu.h" glew.h is always the first. 回答1: It doesn't matter whether the header is included first in some .h file. Header files are not standalone. What matters is the order that includes are seen from the source file

How to initialize glut with fake parameters?

别说谁变了你拦得住时间么 提交于 2019-12-10 17:35:44
问题 I'm using opengl, using the GLUT and GLEW libraries to create a plugin for a certain application. This plugin doesn't start with a simple int main(argc, argv). So i can't pass these values to glutInit(). I tried something like this: glutInit(0, NULL); <--- Crash GLenum err = glewInit(); But i crashed when it tried to call the glutInit() function. Can i reconstruct those params some how, so that it won't crash and still be able to use the Glut library..?? 回答1: You can do it like this :

Cg problems with OpenGL

我怕爱的太早我们不能终老 提交于 2019-12-10 15:54:16
问题 I'm working on an OpenGL project on Windows, using GLEW to provide the functionality the provided Windows headers lack. For shader support, I'm using NVIDIA's Cg. All the documentation and code samples I have read indicate that the following is the correct method for loading an using shaders, and I've implemented things this way in my code: Create a Cg context with cgCreateContext . Get the latest vertex and pixel shader profiles using cgGLGetLatestProfile with CG_GL_VERTEX and CG_GL_FRAGMENT

setting up GLEW windows?

女生的网名这么多〃 提交于 2019-12-10 15:26:54
问题 I have visual studio 2010 and I want to set up glew.h on it. i do this step but still I have linker error: 1.download glew pack 2.copy .h files to C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include 3.copy .lib files to C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib 4.copy glew32.dll to C:\Windows\SysWOW64 5.and finally go to myproject properties then go to linker->input add glew32.lib, glu32.lib, and opengl32.lib to Additional Dependencies but I still have this error: error

C++ - Execute function every X milliseconds

99封情书 提交于 2019-12-10 12:06:19
问题 I can't seem to find a good answer to this: I'm making a game, and I want the logic loop to be separate from the graphics loop. In other words I want the game to go through a loop every X milliseconds regardless of how many frames/second it is displaying. Obviously they will both be sharing a lot of variables, so I can't have a thread/timer passing one variable back and forth... I'm basically just looking for a way to have a timer in the background that every X milliseconds sends out a flag

0xC0000005: Access violation executing location 0x00000000. (OpenGL)

寵の児 提交于 2019-12-10 10:38:45
问题 I have looked at several other questions on stack about this and it mentions de-referencing null pointers but I don't understand if that applies to my code. The code crashes at line 33 in the World.cpp when trying to generate a VAO: glGenVertexArrays(1, &vao); giving me the error shown in the title. If I comment out that line the program runs fine. PhaseEngineMain.cpp #include "PhaseEngineMain.h" #include "PhaseEngineController.h" int main(int argc, char *argv[]) { PhaseEngineController

How to link glew in xcode

▼魔方 西西 提交于 2019-12-10 03:15:05
问题 I can't link glew with xcode. I have glew library is located in /usr/local/lib/libGLEW.dylib When i compile file in command line all right: g++ /usr/local/lib/libGLEW.dylib -framework OpenGL main.cpp But when i compile in xcode, i get error: 'GL/glew.h' file not found Code: #include <iostream> #include <GL/glew.h> int main(int argc, const char * argv[]) { // insert code here... std::cout << "Hello, World!\n"; return 0; } Im linked glew with xcode there screenshot OS X 10.8.4, Xcode 4.6.1 回答1:

GLEW and Qt5 redefinition of headers

谁说我不能喝 提交于 2019-12-10 02:54:34
问题 So, After upgrading our prject to Qt5 we are experiencing issues with glew. The app links a library that needs glew to work, and that works fine when using the library in non Qt apps. Now though we are linking the library into a qt app and rendering into a glwidget. This used to work but now it doesnt. We get a huge array of errors that mostly say "redefinition of" something. Here's some examples: 1>c:\glew-1.9.0\include\gl\glew.h(275): error C2371: 'GLdouble' : redefinition; different basic

glewInit() crashing (segfault) after creating osmesa (off-screen mesa) context

风流意气都作罢 提交于 2019-12-08 04:14:10
问题 I'm trying to run an opengl application on a remote computing cluster. I'm using osmesa as I intend to execute off-screen software rendering (no x11 forwarding etc). I want to use glew (to make life dealing with shaders and other extension related calls easier), and I seem to have built and linked both mesa and glew fine. When I call mesa-create-context, glewinit gives a OPENGL Version not available output, which probably means the context has not been created. When I call glGetString(GL