learn-opengl-rs | Rust port of JoeyDeVries/LearnOpenGL | DevOps library
kandi X-RAY | learn-opengl-rs Summary
kandi X-RAY | learn-opengl-rs Summary
Originally each tutorial was a separate executable (using src/bin and cargo run --bin . This didn't play very well with the RLS and clippy (-> rust-lang-nursery/rls#132). Now all are integrated into the main binary, which leads to long compile times. As a workaround there are now feature flags for each chapter.
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QUESTION
I am trying to make a plugin-based game in Rust, and I am having some difficulties. The way I am making my plugins is through the method shared on this question. At runtime, I will dynamically load all the necessary functions from the plugins, and run them later when they need to be run.
My problem is in using OpenGL to draw things to the screen with the code of one of these plugins. In my game's executable, I load all the functions from the plugins (currently only one function), create the GLFW window and load the OpenGL function pointers, following the code shown below, from here.
ANSWER
Answered 2021-Feb-20 at 04:48while not loading the function pointers in again in each plugin?
You can't. Not unless the executable you're working with exports all of those OpenGL function pointers, or you're importing a common DLL that exports those function pointers.
Each DLL and executable is distinct and for the most part entirely separate from other executables. Unless they explicitly share something, then it's not shared. And most programs don't explicitly share their OpenGL function pointers, so you'll have to load them yourself.
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Install learn-opengl-rs
Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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