glew | The OpenGL Extension Wrangler Library | Build Tool library
kandi X-RAY | glew Summary
kandi X-RAY | glew Summary
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.
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 glew
glew Key Features
glew Examples and Code Snippets
Community Discussions
Trending Discussions on glew
QUESTION
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 02:20fragmentShaderSrc
is missing a #
(U+0023 NUMBER SIGN) in front of version
:
QUESTION
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 14:03Unlike 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.
QUESTION
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 21:55Why 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.:
QUESTION
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 23:13The solution for this problem is to uninstall kivy
and reinstall the cutting-edge version from master:
QUESTION
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 07:40See 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.
QUESTION
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 22:40You 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 ofglDepthFunc(GL_LESS)
(which may not work in your case, considering your vertices havez <= 0.0
and the depth buffer is cleared to0.0
) - 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.
QUESTION
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 10:26So 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:
QUESTION
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 05:46In tutorial 1 of the link in the comment, the author introduces
QUESTION
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 21:33You 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
QUESTION
Good day
I am getting an error while importing my environment:
...ANSWER
Answered 2021-Dec-03 at 09:22Build tags in you environment.yml are quite strict requirements to satisfy and most often not needed. In your case, changing the yml file to
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install glew
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
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