glfw

Render one VAO containing two VBOs

有些话、适合烂在心里 提交于 2020-06-16 05:15:08
问题 I'm trying to draw two triangles in a window in OpenGL 3.3. I'm using the GLFW library for the windowing system. From what I understand, I should have two VBOs (one for each triangle) and one VAO containing these two VBOs. That's what I did. However, I can't figure out what calls I should make to render these two VBOs. Indeed, whatever I do, only the first VBO (first triangle) gets drawn . The second one never shows up. int main() { GLFWwindow *window = setupWindow(); GLfloat

Removing console window for Glut/FreeGlut/GLFW?

痞子三分冷 提交于 2020-06-09 10:27:30
问题 Under Visual C++, I have played around with Glut/FreeGlut/GLFW. It seems that everyone of these projects adds a CMD window by default. I tried removing it going under: Properties->C/C++->Preprocessor->Preprocessor Definitions From here, I remove the _CONSOLE and replace it with _WINDOWS Then I went under: Properties->Linker->System->SubSystem And I set the option to Windows (/SUBSYSTEM:WINDOWS) Then when I try compiling under GLFW, I get the following building errors: Error 1 error LNK2001:

Removing console window for Glut/FreeGlut/GLFW?

限于喜欢 提交于 2020-06-09 10:26:57
问题 Under Visual C++, I have played around with Glut/FreeGlut/GLFW. It seems that everyone of these projects adds a CMD window by default. I tried removing it going under: Properties->C/C++->Preprocessor->Preprocessor Definitions From here, I remove the _CONSOLE and replace it with _WINDOWS Then I went under: Properties->Linker->System->SubSystem And I set the option to Windows (/SUBSYSTEM:WINDOWS) Then when I try compiling under GLFW, I get the following building errors: Error 1 error LNK2001:

Getting random errors in OpenGL shader file triangle

馋奶兔 提交于 2020-06-01 05:31:10
问题 I am getting random errors. This is a OpenGL shader file triangle i am including both the main and the GLSL shader. THIS IS MY VERTEX AND FRAGMENT IN ONE FILE #shader vertex #version 330 core layout(location = 0) in vec3 position; void main() { gl_Position = vec4(position.x, position.y, position.z, 1.0); }; #shader fragment #version 330 core; out vec4 color; void main() { color = vec4(1.0f, 0.0f, 0.0f, 1.0f); }; HERE IS MY MAIN APPLICATION // GLEW #define GLEW_STATIC #include <GL/glew.h>

Getting random errors in OpenGL shader file triangle

て烟熏妆下的殇ゞ 提交于 2020-06-01 05:30:30
问题 I am getting random errors. This is a OpenGL shader file triangle i am including both the main and the GLSL shader. THIS IS MY VERTEX AND FRAGMENT IN ONE FILE #shader vertex #version 330 core layout(location = 0) in vec3 position; void main() { gl_Position = vec4(position.x, position.y, position.z, 1.0); }; #shader fragment #version 330 core; out vec4 color; void main() { color = vec4(1.0f, 0.0f, 0.0f, 1.0f); }; HERE IS MY MAIN APPLICATION // GLEW #define GLEW_STATIC #include <GL/glew.h>

Getting random errors in OpenGL shader file triangle

落花浮王杯 提交于 2020-05-24 07:40:12
问题 I am getting random errors. This is a OpenGL shader file triangle i am including both the main and the GLSL shader. THIS IS MY VERTEX AND FRAGMENT IN ONE FILE #shader vertex #version 330 core layout(location = 0) in vec3 position; void main() { gl_Position = vec4(position.x, position.y, position.z, 1.0); }; #shader fragment #version 330 core; out vec4 color; void main() { color = vec4(1.0f, 0.0f, 0.0f, 1.0f); }; HERE IS MY MAIN APPLICATION // GLEW #define GLEW_STATIC #include <GL/glew.h>

Getting random errors in OpenGL shader file triangle

妖精的绣舞 提交于 2020-05-24 07:40:06
问题 I am getting random errors. This is a OpenGL shader file triangle i am including both the main and the GLSL shader. THIS IS MY VERTEX AND FRAGMENT IN ONE FILE #shader vertex #version 330 core layout(location = 0) in vec3 position; void main() { gl_Position = vec4(position.x, position.y, position.z, 1.0); }; #shader fragment #version 330 core; out vec4 color; void main() { color = vec4(1.0f, 0.0f, 0.0f, 1.0f); }; HERE IS MY MAIN APPLICATION // GLEW #define GLEW_STATIC #include <GL/glew.h>

2. openGL与 glu glut freeglut, glew和glfw的关系

一个人想着一个人 提交于 2020-05-06 12:42:09
OpenGL Before you can actually use OpenGL in a program, you must first initialize it. Because OpenGL is platform-independent, there is not a standard way to initialize OpenGL; each platform handles it differently. Non-C/C++ language bindings can also handle these differently.There are two phases of OpenGL initialization. The first phase is the creation of an OpenGL context the second phase is to load all of the necessary functions to use OpenGL. Some non-C/C++ language bindings merge these into one. 简而言之,openGL是一个独立于平台的绘制图形的标准。在你真正能够在程序中使用OpenGL之前,你需要对他进行初始化,但是由于OpenGL是跨平台的,所以也没有一个标准的方式进行初始化

OpenGL 渲染上下文-context

自闭症网瘾萝莉.ら 提交于 2020-05-02 14:24:34
context理解      OpenGL Context,中文解释就是OpenGL的上下文。OpenGL只是图形API,它没有窗口的支持,我们一般使用glut或glfw来创建窗口,然后在这个窗口中绘制。所以上下文的意思也就是OpenGL的作用范围,在这里可以先简单的理解为就是这个窗口。也就是说,如果我们要使用OpenGL,需要先为它创建一个窗口。当然OpenGL的Context不只是这个窗口,这个窗口我们可以理解为OpenGL的default framebuffer,所以Context还包含关于这个framebuffer的一些参数设置信息,具体内容可以查看OpenGL的Context的结构体。   所以,OpenGL的Context记录了OpenGL渲染需要的所有信息,它是一个大的结构体,它里面记录了当前绘制使用的颜色、是否有光照计算以及开启的光源等非常多我们使用OpenGL函数调用设置的状态和状态属性。在OpenGL 3.0版本之前,OpenGL创建Context都是一致的,随着升级会新增一些内容(例如从OpenGL1.1升级到1.5,会新增一些状态变量或者属性,并添加一些设置这些内容的函数),整体上来说没有什么大的变化。但是从OpenGL 3.0开始,OpenGL为了摆脱历史的“包袱”,想要彻底的废弃掉之前的许多特性,但是无奈市面上已经有大量依赖OpenGL之前版本的代码

OpenGL的学习网址与配置环境

♀尐吖头ヾ 提交于 2020-05-02 14:24:20
  首先推荐一个学习OpenGL的网址: https://learnopengl.com/ 是个英文网站,但是左边目录下面有个Translations的选项,可以翻译成中文。   网站中用的GLAD第三方库,我这里用的是GLFW,大家可以根据自己的需要进行选择。   首先从 https://www.glfw.org/ 下载GLFW,点击右上角的Download,进入下载页面之后选择32位版本的。因为网上有很多朋友说64位版本的配置之后用不了,会出现各种问题,32位版本的比较稳定。接着从 http://glew.sourceforge.net/ xiazai GLEW库,直接下载即可,下载的文件中有32位版本和64位版本的。   打开VS后创建一个C/C++的解决方案(如果没有这个选项的话,可以选择工具/获取工具和功能然后下载C++桌面开发),接着在C++源文件中创建一个C++文件。   右键打开项目属性:       首先将配置改为所有配置,平台改为所有平台。   选择C/C++常规,在 附加包含目录 中导入刚才下载的两个文件中的 include文件 如图所示:      然后选择链接器常规,在附加库目录中加入如下图所示的文件:      然后选择 连接器中的输入 , 在附加依赖项中输入opengl32.lib,glew32s.lib,glfw3.lib 。其中opengl32