freeglut

How to build or install freeglut on a windows machine

半腔热情 提交于 2019-12-06 11:42:26
I downloaded freeglut . I'm reading the installation instructions . I extracted all the files. I see a file called configure (and configure.ac). I opened visual studio command prompt and changed the directory to C:\DevStuff\OpenGL\freeglut-2.8.0 The next step is to configure the packages ./configure This looks like a Linux command. How am I supposed to complete this kind of a build on a windows 7 machine? I have visual studio 2010 ultimate ed. UPDATE I found the VS2010 directory and successfully performed a build. I need freeglut_static.lib , which did not come out of this build. The output

undefined reference to Base::object linker error @ c++ w/ freeglut

孤者浪人 提交于 2019-12-05 21:49:29
I have this code /////////////////////////////////////Gnome.cpp file #include "Living.h" class Gnome:public Living{ private: public: Gnome(); void drawObjects(); }; Gnome::Gnome() { spriteImg = new Sprite("graphics/gnome.bmp"); //<-------------this is where it says there is the error loaded = true; } ///////////////////////////////////Living.h file #include <iostream> #include "Sprite.h" using namespace std; class Sprite; class Living{ protected: int x,y; static Sprite *spriteImg; //= NULL; bool loaded; void reset(); public: Living(); ~Living(); int getX(); void setX(int _x); int getY(); void

Callback function in freeglut from object

守給你的承諾、 提交于 2019-12-05 04:07:07
I'm using MSVC++ and freeglut in order to use openGL. Now, I have a class called Camera , which is pretty simple, but it also holds the function for the reshaping of my window. My question is: how can I set glutReshapeFunc(void (*callback)(int,int)) to my function in my camera? I have the following code, which won't work, because of a compiler error: int main(int argc, char **argv) { Camera *camera = new Camera(); glutReshapeFunc(camera->ReshapeCamera); } and my Camera class looks like this in Camera.h : class Camera { public: Camera(void); ~Camera(void); void ReshapeCamera(int width, int

How to run CUDA/OpenGL interop (particle) sample from a remote machine

丶灬走出姿态 提交于 2019-12-05 02:24:35
问题 I am trying to run the CUDA particle sample on a remote Ubuntu machine from a host ubuntu machine. I followed this tutorial: http://devblogs.nvidia.com/parallelforall/remote-application-development-nvidia-nsight-eclipse-edition/ and it runs on my host, but not on my remote machine. I get the following output in Nsight: CUDA Particles Simulation Starting... grid: 64 x 64 x 64 = 262144 cells particles: 16384 No protocol specified freeglut (/users/path/particles/Debug/particles): failed to open

compiled program cannot find freeglut.dll

感情迁移 提交于 2019-12-04 22:53:28
问题 I'm new to this site, and relatively new to programming. I've been doing some C++ programming for a while using Visual Studio 2010, and I wanted to get into OpenGL, so I bought the OpenGL Superbible to get started. I've gotten stuck on the second chapter's "simple" project. After hours of research I've been able to download all the necessary files to use freeGLUT and GLtools. I've made sure that everything is in the right place for the program to work. Now, it appears as though everything has

Trouble with vsync using glut in OpenGL

倾然丶 夕夏残阳落幕 提交于 2019-12-04 18:23:45
I'm struggling desperately to get Vsync to work in my OpenGL application. Here's the vital stats: I'm using Windows, coding in C++ OpenGL and I'm using FreeGLUT for my OpenGL context (double buffering). I'm aware that for the swap buffer to wait for vertical sync in Windows you are required to call wglSwapIntervalEXT(). My code does call this (as you'll see below), yet I am still getting vertical tearing. The only way I've managed to stop it is by calling glFinish() which of course has a significant performance penalty associated with it. The relevant parts of my main() function look like this

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

Problems with Shaders in OpenGL

廉价感情. 提交于 2019-12-04 06:11:30
问题 I'm trying to use stuff like glShaderSource in C++. Visual Studio says that functions like glCompileShader or glCreateProgram dont exist. I use FreeGLUT to include OpenGL. Does anybody have an idea how I can fix this? 回答1: On windows, anything beyond GL1.1 must be loaded via the extension mechansim. The most convenient way to do so is by using a GL loader like glew. 来源: https://stackoverflow.com/questions/20722756/problems-with-shaders-in-opengl

Why is Visual Studio Trying to Link 'freeglutd.lib'?

微笑、不失礼 提交于 2019-12-04 04:52:01
I'm trying to compile an OpenGL program using Visual Studio 2013, but I get the following error: Error 1 error LNK1104: cannot open file 'freeglutd.lib' ... For reference, I have FreeGLUT installed and have configured VS to search the correct directories for the include files and library files. Indeed, VS recognises the GLUT include files just fine. I've also added opengl32.lib and freeglut.lib to the Additional Dependencies . Why is VS looking for 'freeglutd.lib'? It's definitely not listed in the Additional Dependencies. I can solve the compilation error by renaming 'libglut.lib' to

Can't get Freeglut to work with Haskell on Windows

好久不见. 提交于 2019-12-04 04:28:03
问题 Here is my source code I'm trying to get to work: In Main.hs: import Graphics.Rendering.OpenGL import Graphics.UI.GLUT import Bindings import Data.IORef main = do (progname,_) <- getArgsAndInitialize createWindow "Hello World" reshapeCallback $= Just reshape keyboardMouseCallback $= Just keyboardMouse angle <- newIORef 0.0 displayCallback $= display idleCallback $= Just idle mouseWheelCallback $= Just mouseWheel mainLoop In Bindings.hs: module Bindings where import Graphics.Rendering.OpenGL