OpenGL and GLUT in Eclipse on OS X

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天命终不由人
天命终不由人 2020-12-11 03:30

I have been trying to setup the OpenGL and GLUT libraries in Eclipse, with CDT, on OS X with not very much success. I cannot seem to get eclipse to actually realize where GL

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  • 2020-12-11 04:12

    Ok. I got it working in X11. The reason I could only get it working on X11 is because it seems the OpenGL libs on the OS are for the 64-bit architecture, but eclipse will only compile code if we use 32-bit architecture. Maybe if this got fixed we could use OS X pre-installed libraries. Also, maybe there is a 32-bit version lying around on the OS we could use that but I can't seem to find it. I, however, am content with using X11 for my learning purposes.

    First create your C++ project. Then since you can't compile code in 64-bit using eclipse add the following...

    Then you need your libraries and linking set up. To do this do the following:

    Lastly you need to set a DISPLAY variable.

    Before you try running start up X11.

    Try the following code to get something I've got running in my machine. Hope it works for you!

    //#include <GL/gl.h>
    //#include <GL/glu.h>
    #include <GL/glut.h>
    #define window_width  640
    #define window_height 480
    // Main loop
    void main_loop_function() {
        // Z angle
        static float angle;
        // Clear color (screen)
        // And depth (used internally to block obstructed objects)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // Load identity matrix
        glLoadIdentity();
        // Multiply in translation matrix
        glTranslatef(0, 0, -10);
        // Multiply in rotation matrix
        glRotatef(angle, 0, 0, 1);
        // Render colored quad
        glBegin( GL_QUADS);
        glColor3ub(255, 000, 000);
        glVertex2f(-1, 1);
        glColor3ub(000, 255, 000);
        glVertex2f(1, 1);
        glColor3ub(000, 000, 255);
        glVertex2f(1, -1);
        glColor3ub(255, 255, 000);
        glVertex2f(-1, -1);
        glEnd();
        // Swap buffers (color buffers, makes previous render visible)
        glutSwapBuffers();
        // Increase angle to rotate
        angle += 0.25;
    }
    // Initialze OpenGL perspective matrix
    void GL_Setup(int width, int height) {
        glViewport(0, 0, width, height);
        glMatrixMode( GL_PROJECTION);
        glEnable( GL_DEPTH_TEST);
        gluPerspective(45, (float) width / height, .1, 100);
        glMatrixMode( GL_MODELVIEW);
    }
    // Initialize GLUT and start main loop
    int main(int argc, char** argv) {
        glutInit(&argc, argv);
        glutInitWindowSize(window_width, window_height);
        glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
        glutCreateWindow("GLUT Example!!!");
        glutDisplayFunc(main_loop_function);
        glutIdleFunc(main_loop_function);
        GL_Setup(window_width, window_height);
        glutMainLoop();
    }
    
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  • 2020-12-11 04:12


    I wrote an article about how to setup Eclipse to develop OpenGL (and GLUT) applications in C/C++ and Java in both Windows and Mac OS X if you are interested. It contains all the steps and all you need to know to have the system ready.

    You can find it here:
    Setup Eclipse to develop OpenGL & GLUT apps in Java & C/C++ on Windows & MAC OS X!

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  • 2020-12-11 04:27

    The default install directory for MacPorts is /opt/local. Could be /opt/local isn't added to your compiler include path in Eclipse. Either that, or reinstalling Xcode to give you GLUT/glut.h on the default include path for Xcode libs (which you may then need to add to eclipse? I don't run OS X so I can't say what the Xcode installdir is, but it looks like it could be in /Developer, or /Library/Developer/Shared).

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  • 2020-12-11 04:30

    Depending on which GLUT library you installed in OS X your include might be different.

    On my system I have to use:

    #include <GLUT/glut.h>
    

    To make sure my code is cross platform I use the following pre-processor statement:

    #if defined(__APPLE__) && defined(__MACH__)
    # include <GLUT/glut.h>
    #else 
    #  include <GL/glut.h>
    #endif
    

    That might fix some or your problems.

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