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View Code? Open in Web Editor NEWCode to accompany a series of OpenGL articles on tomdalling.com
Home Page: http://tomdalling.com/
License: Other
Code to accompany a series of OpenGL articles on tomdalling.com
Home Page: http://tomdalling.com/
License: Other
These articles are perfect. The bad thing is that source code is C++/Obj-C only. But C++ is not the only language that can be used with OpenGL. Personally i wrote a C# port which is located here. It would be nice to add a link to it to the README.md of this repo. If someone has a Java, Python, etc.. port, he should post a link here too.
When I built the sln, I got "glfw3.lib(context.c.obj) : error LNK2019: unresolved external symbol __imp__sscanf referenced in function _parseVersionString".
Then I found the solution in the stackoverflow: You can also add an additional library to your linker input i.e, legacy_stdio_definitions.lib
Go to Properties > Linker > Input.
在移动窗口后才开始渲染图像,不移动的话不显示。从第四个项目开始隐藏鼠标后就没办法显示了。
I'm getting this error when trying to build on OS X Mavericks 10.9.2 (Build 13C1021) in Xcode 5.1.1 (Build 5B1008):
osx/thirdparty/glm/glm/core/type_half.inl:138:3: 'register' storage class specifier is deprecated
I'd be happy to make changes given some direction. Would you prefer to:
#pragma
to push/pop the flag where the offending code existsregister
or something else?
I'm currently only at article 3, but after glancing over the last article this practice seems to persist:
Using glUseProgram(shaderID) before rendering, and then using glUseProgram(0) afterwards, for each iteration. I thought this was weird and tried to refactor your code in article 3 so that gProgram->use() is called before the main loop, and gProgram->stopUsing() is called after.
This does not break the behaviour of the program so I then continued on to ##OpenGL on freenode IRC and asked what was considered good practice. A user named Bloodlust told me that "Langdal the preferred way is to never unbind", and that you should only call glUseProgram whenever you are setting or changing shader programs. Furthermore, installing and uninstalling (I'm not sure what the correct terminology is here) the shader program for each render operation introduces unnecessary overhead.
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