glew

Cmake on OSX Yosemite 10.10.3 - GLEW: package 'gl' not found

风格不统一 提交于 2019-12-13 17:35:58
问题 A while ago I decided to learn and delve myself in Cmake and ran into some annoying issues. Following some tutorials (involving opengl and glew), I built a basic application that ran fine on a windows emulated machine but at a specific moment, emulation wouldn't just do the trick anymore and I switched to Xcode and also Cmake. So I set up a basic folder structure: build CMakeLists.txt inc lib src lib folder includes the folders: glew glfw Which are unzipped straight from their original

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

Installing GLEW and using it with Xcode

丶灬走出姿态 提交于 2019-12-12 20:01:06
问题 So I already downloaded the lastest glew v. 1.9 from the site and make it in the terminal, what I cant figure out is how to add it successfully to a GLUT OpenGL Xcode project. I can add the OpenGl and GLUT frameworks very easily but I cant find any glew frameworks or something similar. Main problem is that one of my files has #include GL/glew.h and it cant find it. 回答1: While using 'Frameworks' is the Apple way of doing things, XCode will let you specify header paths and a shared library (as

MAC OpenGL shader error: “version '150' is not supported ”

末鹿安然 提交于 2019-12-12 04:01:57
问题 I follow the book "OpenGL SuperBible 5th Edition" to study openGL, the capture 6th demo to create shader by hand all not work. Like the demo of "ShadedTriangle", to create a triangle but only create a black ground window. The error is "The shader at ShadedIdentity.vp failed to compile with the following error: ERROR: 0:5: '' : version '150' is not supported" and I change the GLSL version to 330,440, 150 etc, but all not work. and now my mac version is 10.12.5 (16F73) , and the version of code

Cmake Visual Studio 2015 Identification Unknown

我的未来我决定 提交于 2019-12-12 00:35:25
问题 So basically i am trying to use Cmake to build a project i am working on, the project uses GLEW (as shared library). GLEW links to both glu32.lib and opengl32.lib. They are added to the CMakelists.txt of glew on the target_link_libraries call like: target_link_libraries(glew PUBLIC opengl32 glu32) When i try to generate code for using the viusal studio compiler (2015 Community). I get problems with CMake adding the link libraries to the Visual studio project with -lopengl32 and -lglue32 .

glXChooseFBConfig returns NULL

醉酒当歌 提交于 2019-12-11 21:34:02
问题 I'm trying to configure a framebuffer on a computer which has no dedicated graphics card. Only mesa GL. I've tried multiple FB configurations but I can't seem to get a non-NULL return. The same code works on another computer with nvidia drivers.. OpenGL vendor string: Tungsten Graphics Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Desktop OpenGL version string: 3.0 Mesa 8.0.4 OpenGL shading language version string: 1.30 The mesa examples that works on another computer also fails at

__glewX* Undefined Symbols in XQuartz Build

拜拜、爱过 提交于 2019-12-11 20:18:43
问题 ​I am trying to compile an X11 application on Mac OS X using XQuartz (i.e. XQuartz provides an X11 implementation, so the code should compile directly). The X11 code, however, is sophisticated enough to require OpenGL extensions through GLEW. This almost works, but a few symbols remain undefined. Here's the relevant, cleaned-up output of the verbose link: "/usr/bin/ld" [flags] -o [out] [lib-dirs] [obj-file] [CustomLib2 CustomLib1] -lX11.6 -lGLEW -lGLEW.1.10 -lc++ -lstdc++ -lSystem /usr/bin/..

VBO: Array not drawn

∥☆過路亽.° 提交于 2019-12-11 19:04:08
问题 I'm following this guide and I'm trying to draw a quad to the screen. I also saw the source code, it's the same and it should work, but in my case nothing is displayed on the screen. I'm using OpenGL 2.0 with a vertex shader that just sets the color to be red in a way that the quad should be visible on the screen. Before callig glutMainLoop I generate the vertex buffer object: #include <GL/glut.h> #include <GL/glew.h> vector<GLfloat> quad; GLuint buffer; void init() { // This routine gets

Glew does not init

匆匆过客 提交于 2019-12-11 18:24:25
问题 I am using the following code to check for any error: glfwInit(); glewExperimental = GL_TRUE; if (glewInit() != 0) { std::cout << "Failed to initialize GLEW" << std::endl; return -1; } I am using the non static version of Glew and I have included the .dll file in the Debug folder. I am using Visual Studio Community 2013. All other solutions suggested to set glewExperimental to GL_True or check the error checking, but I have done that and it is still does not work. 回答1: You don't have a GL