On Tuesday, 4 October 2016 at 16:09:34 UTC, Darren wrote:
Back again with another little problem that isn't specifically
OpenGL related, but is a result of getting such code to work.
I actually figured it out; my own mistakes.
Back again with another little problem that isn't specifically
OpenGL related, but is a result of getting such code to work.
Code I'm working on:
https://dfcode.wordpress.com/2016/10/04/linker-problem/
What I'm learning from:
http://www.learnopengl.com/#!Getting-started/Camera,
http://www.lea
On Friday, 16 September 2016 at 01:54:50 UTC, Mike Parker wrote:
snip
Okay,I actually had GL_RGB for those two fields and it didn't
work, but I guess I didn't try them again after I fixed the crash
issue because now it works fine.
Thanks again for the guidance!
On Thursday, 15 September 2016 at 19:03:22 UTC, Darren wrote:
This is the code I'm using:
https://dfcode.wordpress.com/2016/09/15/texcodewip/
(The code for the shaders is at the bottom)
For comparison, this is the code I'm trying to make work:
http://www.learnopengl.com/code_viewer.php?code=
On Thursday, 15 September 2016 at 02:11:03 UTC, Mike Parker wrote:
//snip
Okay the crashing was my fault, more or less a copy-paste error.
The program now runs but has a black rectangle where a texture
should be.
This is the code I'm using:
https://dfcode.wordpress.com/2016/09/15/texcodew
On Wednesday, 14 September 2016 at 16:49:51 UTC, Darren wrote:
While googling, the idea seemed to be to create and
SDL_Surface* and pass that (or surface.pixels) as the last
argument for glTexImage2D. Didn't work for me, however.
Does anyone have any tips?
I'm driving blind here without
Kind of resurrecting this thread; hope that's okay.
I'm working through this tutorial:
http://www.learnopengl.com/#!Getting-started/Textures
It uses SOIL to load images, but I haven't seen any SOIL bindings
in dub. I tried using SDL and SDL_Image but when the program ran
it just crashed. I
On Monday, 5 September 2016 at 05:14:56 UTC, Nicholas Wilson
wrote:
On Saturday, 3 September 2016 at 17:13:49 UTC, Darren wrote:
Now I wonder if I can load shaders from separate files (à la
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/).
see:
https://p0nc
On Saturday, 3 September 2016 at 17:13:49 UTC, Darren wrote:
On Saturday, 3 September 2016 at 16:07:52 UTC, Mike Parker
wrote:
[...]
The dynamic array! Thank you so much, I changed that on
another file and it finally drew the triangle. And I ran your
code and it works brilliantly. I shoul
On Saturday, 3 September 2016 at 16:07:52 UTC, Mike Parker wrote:
On Saturday, 3 September 2016 at 16:01:34 UTC, Mike Parker
wrote:
The following compiles, runs, and shows the triangle. It's the
code you posted above with the corrected call to glBufferData
along with more D style (as I would
On Saturday, 3 September 2016 at 16:01:34 UTC, Mike Parker wrote:
The following compiles, runs, and shows the triangle. It's the
code you posted above with the corrected call to glBufferData
along with more D style (as I would write it anyway) and less C.
One thing I overlooked. In lines wher
On Saturday, 3 September 2016 at 12:40:58 UTC, Darren wrote:
I went through another tutorial. Changed the source code and
left out the shaders. I get another coloured background but
still no triangle. I have a feeling that
glBufferData(GL_ARRAY_BUFFER,
cast(int)g_vertex_buffer_data.s
On Saturday, 3 September 2016 at 11:33:10 UTC, Mike Parker wrote:
On Saturday, 3 September 2016 at 11:02:11 UTC, Lodovico
Giaretta wrote:
glGetShaderInfoLog(vertexShader, 512, null, &infoLog[0]);
I prefer:
glGetShaderInfoLog(vertexShader, 512, null, infoLog.ptr);
That is a good tip to k
On Saturday, 3 September 2016 at 11:02:11 UTC, Lodovico Giaretta
wrote:
glGetShaderInfoLog(vertexShader, 512, null, &infoLog[0]);
I prefer:
glGetShaderInfoLog(vertexShader, 512, null, infoLog.ptr);
On Saturday, 3 September 2016 at 11:27:09 UTC, Mike Parker wrote:
On Saturday, 3 September 2016 at 11:13:30 UTC, Lodovico
Giaretta wrote:
Ah! Well, providing error messages is always useful. Now I see
your issue: your callback has D linkage, but OpenGL expects a
function with C linkage. So yo
On Saturday, 3 September 2016 at 11:13:30 UTC, Lodovico Giaretta
wrote:
Ah! Well, providing error messages is always useful. Now I see
your issue: your callback has D linkage, but OpenGL expects a
function with C linkage. So you have to put `extern(C)` on your
callback declaration.
Well, it
On Saturday, 3 September 2016 at 11:10:00 UTC, Darren wrote:
On Saturday, 3 September 2016 at 11:02:11 UTC, Lodovico
Giaretta wrote:
//glfwSetKeyCallback(window, key_callback);
glfwSetKeyCallback(window, &key_callback);
I actually tried this before but it doesn't work. I get the
following
On Saturday, 3 September 2016 at 11:02:11 UTC, Lodovico Giaretta
wrote:
//glGetShaderInfoLog(vertexShader, 512, null, infoLog);
glGetShaderInfoLog(vertexShader, 512, null, &infoLog[0]);
Thank you, I knew I had to do something like this!
//glfwSetKeyCallback(window, key_callback);
glfw
On Saturday, 3 September 2016 at 10:30:13 UTC, Darren wrote:
[...]
I never used OpenGL in D, but from a quick glance at your code,
I'll suggest trying the following changes:
//glGetShaderInfoLog(vertexShader, 512, null, infoLog);
glGetShaderInfoLog(vertexShader, 512, null, &infoLo
It's not quite in a practically-usable state yet, but the SDL2
& OpenGL wrapper I'm working on may interest you as an example
implementation if nothing else.
https://github.com/pineapplemachine/mach.d/tree/master/mach/sdl
I'm going to take a look at this, once I get my bearings, on the
merits
On Saturday, 3 September 2016 at 09:30:58 UTC, Darren wrote:
Thanks for the information. The errors for the tutorial I
_was_ trying to make work are as follows:
source\app.d(9,5): Error: undefined identifier 'Window', did
you mean variable 'window'?
source\app.d(98,12): Error: undefined ident
Thanks for the information. The errors for the tutorial I _was_
trying to make work are as follows:
source\app.d(9,5): Error: undefined identifier 'Window', did you
mean variable 'window'?
source\app.d(98,12): Error: undefined identifier 'Window', did
you mean variable 'window'?
source\app.d
On Friday, 2 September 2016 at 20:38:15 UTC, Darren wrote:
I'm trying to teach myself OpenGL but I'm not sure how to set
it up exactly.
I used "dub init" to create a project, I downloaded glew32.dll
and glfw.dll and put them in this folder. I added
"derelict-gl3": "~>1.0.19" and "derelict-glfw
I got it working, it did turn out to be a slight error in the type
declaration. I had this:
typedef HGLRC function (HDC hDC, HGLRC hShareContext, in int
*attribList) PFNWGLCREATECONTEXTATTRIBSARBPROC;
And it needed to be:
typedef extern (Windows) ...everything else...
Whoops. But I can no
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David Butler wrote:
>
> Is there a difference between a pointer to a D array and an int* in C?
> How do I convert between the two? Am I even looking in the right place?
>
> Thanks for any help!
>
> -Dave Butler
There's nothing wrong with your int
Moritz Warning:
> Please also keep in mind that only array literals are \0 terminated.
char/wchar/dchar array literals only, I think.
Bye,
bearophile
On Sun, 04 Oct 2009 19:52:12 -0400, David Butler wrote:
[..]
> Is there a difference between a pointer to a D array and an int* in C?
> How do I convert between the two? Am I even looking in the right place?
>
You can think of a D array as a struct of a length value and a C pointer.
struct Arr
Oops, I edited part of the code. Just substitute in 'tmpContext'
anywhere you see 'context'.
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