glfw

gl.h included before glew, but GLFW needs gl.h

点点圈 提交于 2019-12-14 01:26:13
问题 I remember that the way you order your #include-s matter. Well, I'm in a bit on trouble. I have these two headers: #include <gl/glfw.h> #include <gl/glew.h> If I run that, I get an error saying that gl.h is included before glew.h. But If I reverse the order of those two so that glew.h is first, I get a LOT of errors. I was just thinking of hunting down what the #define-s mean so I could just say for me: #define whatineed 0x0000x. How can I fix this problem with the headers arrangement. Is the

C++ code using GLFW3 on Maverick: glShaderSource no matching function

ぐ巨炮叔叔 提交于 2019-12-13 21:26:24
问题 I am trying to compile a fairly simple C++ program using the library GLFW3 on Mac. The OS is OS 10.9.3 (Maverick). It compiles fine until I try to use GLSL functions such as glShaderSource, etc. Here are the include files I use: #include <GLFW/glfw3.h> #include <cstdlib> #include <cstdio> I am using OpenGL3.2: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE,

Shader compilation issue on Mac Mojave using Xcode and Eclipse

百般思念 提交于 2019-12-13 17:00:24
问题 The following code works fine on a Windows PC using Visual Studio, but fails to provide color to the triangles when running on a Mac. It seems that the fragment shader compiles without issue, but there is something about the way MacOS is compiling/using the shader that is not working. I originally started with Xcode. After discovering that the code runs on a Windows PC, I then switched to Eclipse on the Mac. Same issue. No doubt I have a dependency problem, but I'm struggling to find it.

GLFW Won't Link Correctly

独自空忆成欢 提交于 2019-12-13 14:25:38
问题 So recently I've started a project involving GLFW (64-bit, with GLEW). However, I can't seem to get it to link correctly. Here's how I'm set up: OS: Windows 8 64-bit Compiler: mingw64 IDE: eclipse My simple test program: #include <stdio.h> #include <stdlib.h> #define GLEW_STATIC #include <gl/glew.h> #include <gl/glfw3.h> int main(void) { glfwInit(); puts("Hello, World!"); return (EXIT_SUCCESS); } How I've set up the linking: http://i.imgur.com/yyISNtZ.png The errors (note these only occur

Double click, how handle it?

心不动则不痛 提交于 2019-12-13 14:11:44
问题 I was trying to find out how handle double click with left(or any) mouse button. But I can't find any information about it. Can anybody help me? I don't want to write my own double click handler. GLFW_REPEAT doesn't work with mouse buttons. 回答1: What's so wrong about writing your own double click handler? Just save the time the mouse click happens, e.g. with std::chrono::high_resolution_clock::now() , and when the next mouse click happens, compare the times. If it is under a specific value, a

GLFW opens OpenGL 3.2 context but Freeglut can't - why?

流过昼夜 提交于 2019-12-13 11:43:08
问题 I am working on a Mac, I've got FreeGlut compiled and installed, but I can't seem to get the OpenGL 3.2 context with it. However, I can get it without any problem while using GLFW. So in GLFW, this code works perfectly fine: glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwOpenWindow(500, 500, 8, 8, 8, 8, 24, 8, GLFW_WINDOW) But with FreeGlut, this code fails(on

How to correct use GLFW3 with code::blocks on ubuntu? [duplicate]

杀马特。学长 韩版系。学妹 提交于 2019-12-13 07:46:56
问题 This question already has answers here : What is an undefined reference/unresolved external symbol error and how do I fix it? (32 answers) Closed 4 years ago . I download GLFW source code. Next correct compile with sudo make install, after that library is installed in /usr/local , now when I create project in code blocks I can include GLFW/glfw3.h, but when I try to complie i have errors How to correct add this library ? 回答1: Every time I must write this command to terminal: " g++ -std=c++0x

GLFW “WGL: Failed to find a suitable pixel format”

只谈情不闲聊 提交于 2019-12-13 06:29:32
问题 I am creating a game engine and am starting out with simple openGL window creation. I am using visual studio 2013 and the engine is being built as a dll. This is the code in the dll that initializes openGL: bool AsGraphicsManager::Initialize(AsWindowCreateStruct pWindow) { //first create the error handler glfwSetErrorCallback(error::glfw_error_callback); //Initialize the library if (!glfwInit()) return 0; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR

Are exported (installed) cmake targets distributable?

微笑、不失礼 提交于 2019-12-13 04:03:44
问题 I'm working on a project with a lot of external dependencies, which are included in the project tree. I would like to pre-build all of the dependencies and share the importable targets within the project tree. I was planning to use cmake install with a CMAKE_INSTALL_PREFIX in the source tree, and use CMAKE_PREFIX_PATH to reference it for find_package. However, I'm beginning to wonder how maintainable this strategy is going to be? For example here's something I noticed in one of the installed

How to slow down opengl animation read from BVH files?

瘦欲@ 提交于 2019-12-13 03:24:20
问题 Using GLFW3, I currently made a bvh file parser which reads the file in and converts it to a human model I made in opengl. However, whenever I launch it, the movement is so fast that the animation cannot be seen in the eye. So I want to tone the animation speed a little down. Here is my render loop while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input