nanovg | Antialiased 2D vector drawing library on top of OpenGL | Graphics library
kandi X-RAY | nanovg Summary
kandi X-RAY | nanovg Summary
Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
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QUESTION
I'm trying to run the example code from https://www.lwjgl.org/guide on macOS Big Sur 11.6 (Apple M1 chip). I imported all of the necessary libraries and wrote -XstartOnFirstThread
in VM options and got this error:
ANSWER
Answered 2022-Mar-14 at 20:57You selected the wrong natives in the LWJGL customizer for your CPU architecture. You selected macOS x64, however M1 is not x86 but arm. The current* LWJGL release 3.2.3 does not support macOS arm. You have to use the 3.3.0 Early Access version on the LWJGL customizer and then select the macOS arm64 native.
EDIT:
* LWJGL 3.3.0 is already released and hence one does not necessarily need to choose "Early Access" version anymore. Both x64 and arm natives can now be selected in a stable release version of LWJGL.
QUESTION
I'm currently toying around with the C library NanoVG library. The library depends on OpenGL fucntions and has 2 header files nanovg.h
and nanovg_gl.h
. The latter file contains part of the implementation. For convenience, I have placed these two header files in /usr/include/nanovg
.
When I try to compile the following code to an object file, gcc does not complain:
...ANSWER
Answered 2021-Aug-01 at 11:47simply
QUESTION
So I trying out lwjgl but I'm having a problem, when I try to create a window I get an error I just can't figure out why.
I have tried to lower my java version from java 16 to 14 but that didn't work.
Main Class:
...ANSWER
Answered 2021-May-02 at 19:07Ok so the problem was very simple I never changed the windows value
before the long window was set to nothing
but I figured out that I had to set it equal to glfwCreateWindow:
before:
QUESTION
I downloaded the release build without modifying (https://www.lwjgl.org/customize) I put all the classes in Eclipse. Some classes are not recognized
The codes that do not need these classes in error, work normally. As in https://www.lwjgl.org/guide
All the classes I put:
...ANSWER
Answered 2021-Mar-27 at 09:20You are trying to compile LWJGL 2 code here. All the imports that it cannot find pertain to the verison 2 of LWJGL. The current version that you can get from the mentioned lwjgl site is 3 and version 3 is incompatible with version 2.
Either explicitly download LWJGL 2 from e.g. http://legacy.lwjgl.org/ or rewrite your code to work with LWJGL 3.
If you go the LWJGL 2 route, though, please note that it hasn't been actively maintained anymore for more than 6 years now.
QUESTION
I have a project that is using Three.js
and imgui-js
. I’m trying to update to the latest version of each but I'm running into issues (they were last updated around February of 2020).
To initialize the two libraries I am calling:
...ANSWER
Answered 2021-Feb-12 at 19:22The issue is imgui-js is trashing the attribute state.
You might want to consider running imgui-js in another canvas overlayed on top of the three.js canvas, each with their own WebGL context. Then they don't have to worry about each other.
A quick hack is this
QUESTION
I have been trying to get stellarium-web running (https://github.com/Stellarium/stellarium-web-engine).
With a clean Ubuntu 18.04 install, after installing scons and emscripten the "make js" command still fails, with some (at least for me) unreadable error as seen below:
...ANSWER
Answered 2021-Jan-09 at 08:47I think I found the solution: Downgrading emsdk from 2.x to 1.40.1 seems to have solved this. Thanks :-)
QUESTION
The Example followed from the NanoVG Examples.
...ANSWER
Answered 2020-Mar-31 at 13:152 Problems: 1. Had to initialise the font from the disk before i could use it in a rendering context.
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