glbinding | OpenGL API
kandi X-RAY | glbinding Summary
kandi X-RAY | glbinding Summary
glbinding is a cross-platform C++ binding for the OpenGL API. glbinding leverages C++11 features like enum classes, lambdas, and variadic templates, instead of relying on macros; all OpenGL symbols are real functions and variables. It provides type-safe parameters, per-feature API headers, lazy function resolution, multi-context and multi-thread support, global and local function callbacks, meta information about the generated OpenGL binding and the OpenGL runtime, as well as tools and examples for quick-starting your projects. Based on the OpenGL API specification (gl.xml) glbinding is generated using python scripts and templates that can be easily adapted to fit custom needs. Code that is written using a typical C binding for OpenGL, e.g., GLEW, is fully compatible for the use with glbinding and causes no significant impact on runtime performance (see compare example): just replace all includes to the former binding, replace the initialization code and use the appropriate API namespace, e.g., gl for full availability of the OpenGL API.
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QUESTION
I am trying to learn OpenGL with GLFW/glBinding and I if i want to create and use a vertexbuffer, I get the Compilingerror
...ANSWER
Answered 2017-May-06 at 14:09First step: according to glBinding's documentation, the argument should be something like gl::GL_ARRAY_BUFFER
. Still, this won't solve the whole problem.
This is because your OpenGL implementation used #define
's to expose constants such as GL_ARRAY_BUFFER
, in the following manner:
QUESTION
I'm using the Blinn-Phong algorithm to calculate the lighting in a scene, and I'm not factoring in distance yet. I've also disabled my HDR and Specular calculations until I get this first issue fixed.
I'm somewhere on the order of 95% sure that it's a mistake in my fragment shader, but I'm setting up a full MCVE just in case I made a mistake elsewhere.
Fragment Shader: ...ANSWER
Answered 2017-Jan-19 at 22:15You are re-using the vertex colors as the normals, and never use the actual normals in your array:
QUESTION
There are two contexts, a worker context and a render context. During setup, the worker thread creates and sets up the shader and VBO. The render thread then uses the the VBO to create a VAO and draw it. I get nothing on screen (or old vertices, see below).
If I allow the render thread to also create the VBO before it creates the VAO, everything works, I see a triangle, rendered with the shader program created in the worker thread.
The really weird part is after it works, if I switch it back to VBO creation in the worker thread, I still see the triangle but if I change the geometry of the triangle it is not updated until I switch it back to VBO creation in the render thread.
This is incredibly odd. Both ways the render context is using a shader created in the worker context, but I can't seem to share the VBO, yet when the worker context creates the VBO the vertices are not updated and the triangle from the previous program run draws.
I'm on Ubuntu 16. This was happening with glew, now glbinding, and my own compiled latest glfw3 and the Ubuntu package as well.
In summary, VBO creation and drawing works from the main thread with a shader created from the worker thread. If I try to create a VBO with the worker thread (same function) I seem to get access to a new buffer that happens to have old data when it is used in the render thread...
...ANSWER
Answered 2017-Jan-11 at 03:21The thread that uses the object merely has to bind it. The thread the updates the object (worker thread in this case) must use
glFlush();
to make sure the update is processed and available to the other context.
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glbinding is available for different platforms using different distribution channels. You can either download the source and manually compile it or use one of the pre-compiled releases of this repository. For systems providing package managers, we generally strive for packages in these package managers.
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