OpenGL.Net | Modern OpenGL bindings for C | Graphics library
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kandi X-RAY | OpenGL.Net Summary
Modern OpenGL bindings for C#.
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QUESTION
I'm writing an application in C# that uses an OpenGL binding (OpenGL.NET) and a GLFW library binding.
When running the application, it shows the black console window and uses this for displaying all console output (the Console.WriteLine
output appears here).
Nothing shows up in the Visual Studio output window, as it normally would. I'm used to view the Visual Studio output window and never used some software that creates its own console / command line for whatever reason. Although it is not a big problem, it's irritating that (when debugging) all output in that separate console is lost when I close my application.
I'm sure this situation has something to do with the software architecture/properties of the included third party software I mentioned.
My question is: is it possible to somehow pass/copy the console output like Console.WriteLine
that shows up in the separate console, to the output window of Visual Studio? And if possible, how to do it?
If possible I prefer not to use a different method or functionality for outputting things to the console. So avoiding to change every line where I use Console.WriteLine
.
I'm using Visual Studio 2017.
...ANSWER
Answered 2020-Jul-31 at 03:06How to pass output of separate console window to Visual Studio output window?
You can use Debug.WriteLine()
with using namespace System.Diagnostics
, it will output the info on the output window.
There is no other easy function copying the info from console window into output window directly. Only manually use Debug.Writeline()
to add any information you want.
Note: You should use Start Debugging under Debug menu rather than Start without Debugging and then you will see them on the output window.
2) Besides, if you use Release configuration or use other configurations that are not Debug to run your project, Debug.writeline()
will not work.
Instead, you should use
QUESTION
I'm making a Game Engine in c# using OpenGL.NET. Right now I am working on a Batch Renderer. A staple method of a Batch Renderer is glBufferSubData(). But the actual data I am providing is in form of a QuadVertex[] whereas the method asks for an IntPtr!! What should the IntPtr be?? In C++ we can provide a void* there and in Java(LWJGL3), a FloatBuffer. Is there a way to convert my QuadVertex[] to an IntPtr? Here is the QuadVertex class:
...ANSWER
Answered 2020-Apr-25 at 14:08In OpenGL.Net Gl.BufferSubData
is overloaded. The data argument has to be of type IntPtr
or of type object
.
The method delegates to glBufferSubData
, where the argument specifies a pointer to a consecutive byte array which contains the data.
For instance the argument can either be an array (of any type, e.g.: float
):
QUESTION
I am Trying to make a Game Engine in C# and OpenGL using OpenGL.NET. I have abstracted the Basic OpenGL Objects like VAO, VBO, etc. I Have a BufferLayout Class which specifies the Data present in the Vertex Buffer. The method in the VertexArray class that adds a buffer is this:
...ANSWER
Answered 2020-Apr-21 at 13:38The overload which takes an object is meant for compatibility profile OpenGL contex and the object has to be an object containing the vertex array data.
If you want to set an offset, then you have to create an IntPtr
. e.g:
QUESTION
I am trying to use OpenGL and GLFW in C#. I Have Installed NuGet Packages for GLFW.Net and OpenGL.Net. What I cannot for my life figure out, is how do I setup the context for OpenGL.Net with GLFW.Net?? No error messages appeared when I tried to run my very basic test OpenGL Code. i.e.
...ANSWER
Answered 2020-Apr-20 at 10:02On the first glace, I can see an obvious issue. The size of the buffer data has to be specified in bytes (see glBufferData
). Hence the size has to be 6*4 rather than 6:
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