glew | The OpenGL Extension Wrangler Library | Build Tool library

 by   nigels-com C Version: glew-2.2.0 License: Non-SPDX

kandi X-RAY | glew Summary

kandi X-RAY | glew Summary

glew is a C library typically used in Utilities, Build Tool applications. glew has no bugs, it has no vulnerabilities and it has medium support. However glew has a Non-SPDX License. You can download it from GitHub.

The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris.
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              glew has a medium active ecosystem.
              It has 2298 star(s) with 551 fork(s). There are 137 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 56 open issues and 183 have been closed. On average issues are closed in 76 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glew is glew-2.2.0

            kandi-Quality Quality

              glew has 0 bugs and 0 code smells.

            kandi-Security Security

              glew has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              glew code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              glew has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              glew releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            glew Key Features

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            glew Examples and Code Snippets

            No Code Snippets are available at this moment for glew.

            Community Discussions

            QUESTION

            Creating a triangle with OpenGL
            Asked 2022-Apr-09 at 02:20

            I am having trouble with my C++ code for an OpenGL program that is supposed to create a 2D triangle and keep receiving this error message:

            ...

            ANSWER

            Answered 2022-Apr-09 at 02:20

            fragmentShaderSrc is missing a # (U+0023 NUMBER SIGN) in front of version:

            Source https://stackoverflow.com/questions/71804567

            QUESTION

            Drawing two triangles using index buffer
            Asked 2022-Apr-08 at 14:03

            I am following Cherno's brilliant series on OpenGL, and I have encountered a problem. I have moved on from using a vertex buffer only, to now using a vertex buffer together with an index buffer.

            What I want to happen, is for my program to draw two triangles, using the given positions and indices, however when I run my program I only get a black screen. My shaders are working fine when drawing only from a vertex buffer, but introducing the index buffer makes it fail. Here is the relevant parts of code:

            ...

            ANSWER

            Answered 2022-Apr-08 at 14:03

            Unlike using Linux or Windows, a Compatibility profile OpenGL Context is not supported on a Mac. You must use a Core profile OpenGL Context. If you use a Core profile, you must create a Vertex Array Object because a core profile does not have a default Vertex Array Object.

            Source https://stackoverflow.com/questions/71790753

            QUESTION

            Trying to draw a square with two triangles in OpenGL but I'm only getting a black screen
            Asked 2022-Mar-26 at 21:55

            As the title says, I'm trying to draw a square from two triangles for class. I've tried everything I can think of but I cannot figure out why it just displays a black screen. Here is my code so far. I have the project and libraries set up correctly. I've looked over it a dozen times and can't seem to find the issue.

            ...

            ANSWER

            Answered 2022-Mar-26 at 21:55

            Why using a core profile OpenGL Context (GLFW_OPENGL_CORE_PROFILE) it is mandatory to create a Vertex Array Object. There is no default VAO when using a core profile.

            e.g.:

            Source https://stackoverflow.com/questions/71631698

            QUESTION

            Error when running any kivy code: Kivy 2.0.0 , python 3.9 error: [CRITICAL] [Window ] Unable to find any valuable Window provider
            Asked 2022-Mar-21 at 17:51

            I've been having this same error running any kivy code I type into IntelliJ. I'm using kivy 2.0.0 and Python 3.9. Here's my code:

            ...

            ANSWER

            Answered 2021-Oct-25 at 23:13

            The solution for this problem is to uninstall kivy and reinstall the cutting-edge version from master:

            Source https://stackoverflow.com/questions/69712748

            QUESTION

            Trouble Rendering 2 Object separately in OpenGL
            Asked 2022-Mar-19 at 07:40

            I have taken code for two projects. One being the code for creating a cube and another is the code for creating a pyramid. I am now trying to render both of the objects in OpenGL which I have done the problem is the objects are attached to one another. I have added some code heading towards rendering them separately, however I am now stuck where my cube is only showing 3 of the triangles used to create it and the whole pyramid shows. Yet the objects are still attached to one another. Any help or guidance?

            ...

            ANSWER

            Answered 2022-Mar-19 at 07:40

            See Vertex Specification. You cannot specify 2 vertex array objects at the same time. You have to do this in a row. The Vertex Array Binding is a global state. Only one VAO can be bound at a time. When calling OpenGL instructions like glVertexAttribPointer, glEnableVertexAttribArray and glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,...)`, the state of the currently bound Vertex Array Object is changed. Note that different VAOs can use the same data buffers.

            Source https://stackoverflow.com/questions/71533441

            QUESTION

            My code should render the front of a cube, but instead shows the back. Why?
            Asked 2022-Feb-17 at 22:40

            I'm rendering this cube and it should show the front of the cube but instead it shows the back (green color). How do i solve this? I've been sitting for a couple of hours trying to fix this but nothing helped. I was trying various things like changing the order in which the triangles are rendered and it didn't help either. Thanks for any help. Here's my code.

            ...

            ANSWER

            Answered 2022-Feb-17 at 22:40

            You currently are using glEnable(GL_DEPTH_TEST) withglDepthFunc(GL_LESS), which means only fragments having a smaller z (or depth) component are rendered when rendering overlapped triangles. Since your vertex positions are defined with the back-face having a smaller z coordinate than the front-face, all front-face fragments are ignored (since their z coordinate is larger).

            Solutions are:

            • Using glDepthFunc(GL_GREATER) instead of glDepthFunc(GL_LESS) (which may not work in your case, considering your vertices have z <= 0.0 and the depth buffer is cleared to 0.0)
            • Modify your vertex positions to give front-face triangles a smaller z component than back-face triangles.

            I believe that when using matrix transforms, a smaller z component normally indicates the fragment is closer to the camera, which is why glDepthFunc(GL_LESS) is often used.

            Source https://stackoverflow.com/questions/71150895

            QUESTION

            Why does this OpenGL + WIN32 code produce Vertical lines?
            Asked 2022-Feb-06 at 10:39

            To be clear, I've extensively tested this code and found the issue is somewhere with the code written prior to the WGL code. It's precisely in the WIN32 code. Now I think it could partially be caused by calling gluOrth2D but even then, that shouldn't be the primary cause as far I as I understand. I may figure this out myself just by messing with stuff but considering this issue (that occured in a much larger project) has taken up a lot of my time I thought it was worth posting this encase anyone else runs into the same problem. I'm hoping for an explanation as well as fix/correction.

            ...

            ANSWER

            Answered 2022-Feb-06 at 10:26

            So I managed to fix it. They key was in lines 49 and 54. I've commented out the parts that were causing the problem in this sample:

            Source https://stackoverflow.com/questions/71006098

            QUESTION

            Search paths "/usr/local/include/glm/gtx" versus Use of undeclared identifier 'gtx'
            Asked 2022-Jan-07 at 20:52

            Mac Big Sur C++ OpenGL attempting to learn quaternions from a tutorial. The gtx headers are under usr/local/include/glm. Can anyone figure out what is wrong with my header includes or header search path? Thanks.

            Minimum reproducible code that fails for this issue:

            ...

            ANSWER

            Answered 2022-Jan-06 at 05:46

            In tutorial 1 of the link in the comment, the author introduces

            Source https://stackoverflow.com/questions/70602526

            QUESTION

            Is there a way to check if a platform supports an OpenGL function?
            Asked 2021-Dec-31 at 21:33

            I want to load some textures using glTexStorageXX(), but also fall back to glTexImageXX() if that feature isn't available to the platform.

            Is there a way to check if those functions are available on a platform? I think glew.h might try to load the GL_ARB_texture_storage extensions into the same function pointer if using OpenGL 3.3, but I'm not sure how to check if it succeeded. Is it as simple as checking the function pointer, or is it more complicated?

            (Also, I'm making some guesses at how glew.h works that might be wrong, it might not use function pointers and this might not be a run-time check I can make? If so, would I just... need to compile executables for different versions of OpenGL?)

            ...

            ANSWER

            Answered 2021-Dec-31 at 21:33

            You need to check if the OpenGL extension is supported. The number of extensions supported by the GL implementation can be called up with glGetIntegerv(GL_NUM_EXTENSIONS, ...). The name of an extension can be queried with glGetStringi(GL_EXTENSIONS, ...).

            Read the extensions into a std::set

            Source https://stackoverflow.com/questions/70545636

            QUESTION

            UnsatisfiableError on importing environment pywin32==300 (Requested package -> Available versions)
            Asked 2021-Dec-03 at 14:58

            Good day

            I am getting an error while importing my environment:

            ...

            ANSWER

            Answered 2021-Dec-03 at 09:22

            Build tags in you environment.yml are quite strict requirements to satisfy and most often not needed. In your case, changing the yml file to

            Source https://stackoverflow.com/questions/70209921

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install glew

            Snapshots may contain new features, bug-fixes or new OpenGL extensions ahead of tested, official releases.
            It is highly recommended to build from a tgz or zip release snapshot. The code generation workflow is a complex brew of gnu make, perl and python, that works best on Linux or Mac. The code generation is known to work on Windows using MSYS2. For most end-users of GLEW the official releases are the best choice, with first class support.

            Support

            GLEW welcomes community contributions. Typically these are co-ordinated via Issues or Pull Requests in the GitHub web interface. Be sure to mention platform and compiler toolchain details when filing a bug report. The output of glewinfo can be quite useful for discussion also.
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