FreeGLUT | svn repo on sourceforge , for easy contribution | Game Engine library
kandi X-RAY | FreeGLUT Summary
kandi X-RAY | FreeGLUT Summary
this readme file applies to the git clone of freeglut’s svn repo on [sourceforge.net] that is hosted on [github] this is provided here to enable user to contribute easier. every effort is made to ensure that the `git_master` branch only progresses in a fastforward manner, but complete guarantees cannot be given as the [sourceforge.net trunk] is at all times leading. i will be unable to merge a pull request if the github clone is behind `svn/trunk` on sourceforge.net. should you detect this, please contact me, maybe through making an issue here on github. this copy of the svn repository was not
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of FreeGLUT
FreeGLUT Key Features
FreeGLUT Examples and Code Snippets
Community Discussions
Trending Discussions on FreeGLUT
QUESTION
I want to draw 2000 spheres using OpenGL in Visual C++. The following code draw 1000 spheres and the result looks fine.
But when I increase the number of spheres of 2000 (see the partial below code and highlighted by ** ), it failed. The following error message appears.
"freeglut : fgInitGL2 : fghGenBuffers is NULL"
Could you help me to solve this problem?
...ANSWER
Answered 2021-Mar-08 at 02:17Buffer allocations can fail, of course — everything in computers is finite — but your error message isn't related to your problem.
You received the error:
freeglut : fgInitGL2 : fghGenBuffers is NULL
That's an error from freeglut
, which is not part of OpenGL. So look up the implementation of freeglut's fgInitGL2
.
If fghGenBuffers
failed, that means that the following line failed:
QUESTION
I'm trying to get started in learning how to make graphics with C.
...ANSWER
Answered 2021-Mar-07 at 10:41You have to sets the display callback for the current window with glutDisplayFunc
before you enter the event processing loop with glutMainLoop
:
QUESTION
I and my college project partner are doing this project. We write this in c++ and OpenGL 2.1 with the freeglut.lib We turned the cylinder to lay down on the ground by 90 degrees. Now the cylinder is oddly misshaped. How can we fix the misshape? Is this a perspective thing? We wanted to use the cylinder later as wheels for a car which we should animate driving in a circle track. Right now the wheels on the car are only 2D circles.
...ANSWER
Answered 2021-Mar-02 at 09:30You need to enable the Depth Test:
QUESTION
I have a very simple example of a OpenGL ES program that I'm trying to get to run on RaspiOS Desktop (a.k.a. Raspbian) on Raspberry Pi 4.
My goal is very simple - to draw a red triangle in the center of the screen. However, the triangle comes out as white instead of red.
I've searched and tried everything and wasn't able to find any help. I'm very frustrated at this point because this was just supposed to be the first tutorial to introduce the world of OpenGL ES and I'm already stuck and can't continue with more complicated examples.
Anyway, here's the full example
...ANSWER
Answered 2021-Mar-01 at 14:17Nvm, turns out I'm an idiot.
This entire time it was a simple typo in buildShader()
function. Here's the fixed version of that function:
QUESTION
I have the latest version of macOS Big Sur, running intel based cpu, clang12, cmake 3.19 and brew. I have installed freeglut via brew.
However whenever I called find_package(GLUT) it always finds my system GLUT (/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/System/Library/Frameworks/GLUT.framework) over the FreeGLUT brew has installed. I have tried changing the find_package to FreeGlut with no success.
I am sure its something really simple I am missing but not knowing a lot about the macOS linking process, this has me rather confused.
Here is my cmake command line being used...
...ANSWER
Answered 2021-Feb-20 at 10:15So FindGLUT
is a builtin module
ref: https://cmake.org/cmake/help/latest/module/FindGLUT.html
looking at the source code: see https://github.com/Kitware/CMake/blob/master/Modules/FindGLUT.cmake
so it seems to use find_path()
find_path(GLUT_INCLUDE_DIR glut.h ${OPENGL_LIBRARY_DIR})
You can try to set GLUT_ROOT
or OPENGL_LIBRARY_DIR
as default path to help CMake to find the correct one...
ref https://cmake.org/cmake/help/latest/command/find_path.html
QUESTION
I am trying to use OpenGL
with python. I have Pyton 3.7.4, on a Windows 10 machine.
I downloaded PyOpenGL
and PyOpenGL_accelerate
from .whl
files, and I have downloaded the freeglut.dll
file separately and placed it in the same directory as the script I am running.
My initial scripts is just:
...ANSWER
Answered 2020-Dec-17 at 21:39glutInit(["-display","0"]) - as an idea based on :
https://www.opengl.org/resources/libraries/glut/spec3/node10.html
QUESTION
I'm trying to get a QGLViewer application running on Windows, but the dependency management is madening. First of all, is there somewhere a comprehensible overview of the dependencies that are shared between a client application, Qt, QGLViewer, OpenGL, FreeGLUT/GLUT? What dependencies should be imported with CMake? What imports in c++ headers? Which dependencies are platform-dependent?
The error I get when compiling:
...ANSWER
Answered 2020-Dec-11 at 16:04Indeed OpenGL needs to be included
QUESTION
I didn't want to go back to the same question from yesterday, however before I am able to use the function to turn on and off the grid, I first need to know if my grid is actually working, I have been making new projects all night trying to display the grid but it isn't showing, the screen is always black and nothing is there at all.
...ANSWER
Answered 2020-Nov-27 at 12:34The variables w
and h
a re not initialized. Initialize the variables by 1:
QUESTION
I am trying to render a 2D square that has color and is transformed due to 4x4 matrices. The output is supposed to look like this:
However, I am instead getting this:
This is frustrating because I had this problem in another project. My professor walked me through how to solve it and all we did was play around with a few things here and there and it just magically worked, no code was altered. Now I am experiencing this issue again and there are no clues as to why this is happening. I typed the tutorial code correctly character for character and it is not being rendered correctly. It did however render correctly on my professor's computer.
Here is the code:
...ANSWER
Answered 2020-Dec-01 at 19:16The vertex shader and the fragment shader cannot be compiled because a space is missing in the GLSL macro (after #version
):
#define GLSL(Version, Source) "#version" #Version "\n" #Source
QUESTION
I am trying to create a car game with along with obstacles. I want to add collision so every time my object hits one of the obstacles, obstacle changes color and we know there has been a collision. I also want there to be a collision around my screen so that my object can not leave the view port?
--void 'draw car' is my movable object
...ANSWER
Answered 2020-Nov-23 at 23:11Keep track of your window size (750, 750), and your orthographic projection multiplier (10.0), then you should be able to tell when a certain world space coordinate is at the edge of the screen from these two.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install FreeGLUT
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page