opengl-tutorials / ogl Goto Github PK
View Code? Open in Web Editor NEWHome Page: http://www.opengl-tutorial.org
Home Page: http://www.opengl-tutorial.org
IDE QtCreator
when I run this application, it becomes UNRESPONSE , and give me a white screen ..
so , whats wrong with it ?
I noticed that the first tutorial mentions:
Click on Configure until all red lines disappear.
Unfortunately there are currently deprecation warnings which do not disappear:
These warnings can be ignored, and the generated XCode build files work fine. Perhaps there's a version bump/code change that could fix this problem.
macOS High Sierra 10.13.6
CMake 3.12.4 - built with Qt 5.6.2
Seems opengl-tutorial.org has expired
I'm not sure, but maybe this should look like this:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1024, 1024, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0);
or
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0,GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
I used your code for an Android project and in OpenGL ES 3.0 the depth texture didn't work until I changed it. I'm very new in OpenGL, but maybe this is helpful.
References:
https://www.khronos.org/opengl/wiki/Common_Mistakes#Depth_Buffer_Precision
https://www.khronos.org/opengl/wiki/Image_Format#Depth_formats
https://stackoverflow.com/questions/37071584/opengl-fbo-depth-format-and-type-confusion
On my macbook I need to double the width and height passed to the second glViewport on the main loop (right before glUseProgram(quad_programID)), otherwise Suzanne is only rendered on the lower left of the screen.
Might be due to retina display.
I know that it might not be something that can be fixed here but having a warning on the code would be helpful to new students.
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
on the above page:
is glm::mat4() an identity matrix? or should it be glm::mat4(1.0) ?
I pasted the buffer data and the uv data to make sure they were correct. However all of the numbers except '4' and '6' are missing with white background left.
I am using third-party image loading library. So I tried again using stb_image to load texture, but the result is just the same.
Also, I modified several data in uv array, and some parts of the other number appeared.
Any idea where the problem is? Is it possible that my tga file was loaded with wrong coordinates?
The first time,I am using macOS10.12,Xcode7.3.1,CMake3.7, CMake quit.
I am really follow the steps at http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/
Building on Mac
I have already checkout to tag OpenGL-tutorial_0015_21
$ git clone https://github.com/opengl-tutorials/ogl.git
$ cd ogl
$ git checkout OpenGL-tutorial_0015_21
After a few times of CMake'quit.
I go to CMake's website ,and download the latest version,which is CMake3.7.2.
But still get the same result, CMake quit unexpectedly.
CMake quilt details
Process: CMake [16966]
Path: /Applications/CMake.app/Contents/MacOS/CMake
Identifier: org.cmake.cmake
Version: 3.7.2 (???)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: CMake [16966]
User ID: 501
Date/Time: 2017-01-20 16:43:59.995 +0800
OS Version: Mac OS X 10.12.2 (16C67)
Report Version: 12
Anonymous UUID: B87EBA5E-41CC-C3E6-FEC6-63AEA8B3E349
Time Awake Since Boot: 29000 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: EXC_I386_GPFLT
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [0]
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 org.cmake.cmake 0x000000010298932f kwsysProcessesSignalHandler + 79
1 libsystem_platform.dylib 0x00007fffa4c36bba _sigtramp + 26
2 ??? 0x00007fc6f13cc010 0 + 140492427542544
3 com.apple.CoreFoundation 0x00007fff8f4d1c94 __CFRunLoopServiceMachPort + 212
4 com.apple.CoreFoundation 0x00007fff8f4d1121 __CFRunLoopRun + 1361
5 com.apple.CoreFoundation 0x00007fff8f4d0974 CFRunLoopRunSpecific + 420
6 com.apple.HIToolbox 0x00007fff8ea5cacc RunCurrentEventLoopInMode + 240
7 com.apple.HIToolbox 0x00007fff8ea5c901 ReceiveNextEventCommon + 432
8 com.apple.HIToolbox 0x00007fff8ea5c736 _BlockUntilNextEventMatchingListInModeWithFilter + 71
9 com.apple.AppKit 0x00007fff8d002ae4 _DPSNextEvent + 1120
10 com.apple.AppKit 0x00007fff8d77d21f -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2789
11 com.apple.AppKit 0x00007fff8cff7465 -[NSApplication run] + 926
12 libqcocoa.dylib 0x0000000105adb37f QCocoaEventDispatcher::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) + 2191
13 org.qt-project.QtCore 0x0000000103c927a1 QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>) + 401
14 org.cmake.cmake 0x000000010268b595 CMakeSetupDialog::doConfigureInternal() + 773
15 org.cmake.cmake 0x000000010268b1bd CMakeSetupDialog::doConfigure() + 125
16 org.cmake.cmake 0x00000001026b1d9f CMakeSetupDialog::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) + 111
17 org.qt-project.QtCore 0x0000000103cc95bd QMetaObject::activate(QObject*, int, int, void**) + 749
18 org.qt-project.QtWidgets 0x000000010314cdf0 QAbstractButton::clicked(bool) + 64
19 org.qt-project.QtWidgets 0x0000000102e7929a QAbstractButtonPrivate::emitClicked() + 58
20 org.qt-project.QtWidgets 0x0000000102e790f4 QAbstractButtonPrivate::click() + 260
21 org.qt-project.QtWidgets 0x0000000102e7a14e QAbstractButton::mouseReleaseEvent(QMouseEvent*) + 270
22 org.qt-project.QtWidgets 0x0000000102dd00b8 QWidget::event(QEvent*) + 1656
23 org.qt-project.QtWidgets 0x0000000102e79e9f QAbstractButton::event(QEvent*) + 175
24 org.qt-project.QtWidgets 0x0000000102d90b76 QApplicationPrivate::notify_helper(QObject*, QEvent*) + 294
25 org.qt-project.QtWidgets 0x0000000102d941fd QApplication::notify(QObject*, QEvent*) + 9037
26 org.qt-project.QtCore 0x0000000103c963f4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 164
27 org.qt-project.QtWidgets 0x0000000102d914f8 QApplicationPrivate::sendMouseEvent(QWidget*, QMouseEvent*, QWidget*, QWidget*, QWidget**, QPointer<QWidget>&, bool) + 968
28 org.qt-project.QtWidgets 0x0000000102df164d QWidgetWindow::handleMouseEvent(QMouseEvent*) + 1325
29 org.qt-project.QtWidgets 0x0000000102df078a QWidgetWindow::event(QEvent*) + 122
30 org.qt-project.QtWidgets 0x0000000102d90b76 QApplicationPrivate::notify_helper(QObject*, QEvent*) + 294
31 org.qt-project.QtWidgets 0x0000000102d934c0 QApplication::notify(QObject*, QEvent*) + 5648
32 org.qt-project.QtCore 0x0000000103c963f4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 164
33 org.qt-project.QtGui 0x00000001034999da QGuiApplicationPrivate::processMouseEvent(QWindowSystemInterfacePrivate::MouseEvent*) + 2794
34 org.qt-project.QtGui 0x0000000103482dfb QWindowSystemInterface::sendWindowSystemEvents(QFlags<QEventLoop::ProcessEventsFlag>) + 155
35 libqcocoa.dylib 0x0000000105adc481 QCocoaEventDispatcherPrivate::postedEventsSourceCallback(void*) + 33
36 com.apple.CoreFoundation 0x00007fff8f4f0981 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 17
37 com.apple.CoreFoundation 0x00007fff8f4d1a7d __CFRunLoopDoSources0 + 557
38 com.apple.CoreFoundation 0x00007fff8f4d0f76 __CFRunLoopRun + 934
39 com.apple.CoreFoundation 0x00007fff8f4d0974 CFRunLoopRunSpecific + 420
40 com.apple.HIToolbox 0x00007fff8ea5cacc RunCurrentEventLoopInMode + 240
41 com.apple.HIToolbox 0x00007fff8ea5c809 ReceiveNextEventCommon + 184
42 com.apple.HIToolbox 0x00007fff8ea5c736 _BlockUntilNextEventMatchingListInModeWithFilter + 71
43 com.apple.AppKit 0x00007fff8d002ae4 _DPSNextEvent + 1120
44 com.apple.AppKit 0x00007fff8d77d21f -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2789
45 com.apple.AppKit 0x00007fff8cff7465 -[NSApplication run] + 926
46 libqcocoa.dylib 0x0000000105adb37f QCocoaEventDispatcher::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) + 2191
47 org.qt-project.QtCore 0x0000000103c927a1 QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>) + 401
48 org.qt-project.QtCore 0x0000000103c96a65 QCoreApplication::exec() + 341
49 org.cmake.cmake 0x0000000102682369 main + 4457
50 org.cmake.cmake 0x000000010267fd54 start + 52
Thread 1:: QCMakeThread
0 libsystem_malloc.dylib 0x00007fffa4bb2a20 nano_free_definite_size + 61
1 org.cmake.cmake 0x0000000102985be5 cmsysProcess_Delete + 181
2 org.cmake.cmake 0x00000001026d1093 cmExecuteProcessCommand::InitialPass(std::__1::vector<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::allocator<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&, cmExecutionStatus&) + 5635
3 org.cmake.cmake 0x000000010270720b cmCommand::InvokeInitialPass(std::__1::vector<cmListFileArgument, std::__1::allocator<cmListFileArgument> > const&, cmExecutionStatus&) + 75
4 org.cmake.cmake 0x000000010289337b cmMakefile::ExecuteCommand(cmListFileFunction const&, cmExecutionStatus&) + 315
5 org.cmake.cmake 0x000000010271fe09 cmIfFunctionBlocker::IsFunctionBlocked(cmListFileFunction const&, cmMakefile&, cmExecutionStatus&) + 617
6 org.cmake.cmake 0x0000000102893282 cmMakefile::ExecuteCommand(cmListFileFunction const&, cmExecutionStatus&) + 66
7 org.cmake.cmake 0x00000001028952d7 cmMakefile::ReadListFile(cmListFile const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 695
8 org.cmake.cmake 0x0000000102894c57 cmMakefile::ReadDependentFile(char const*, bool) + 343
9 org.cmake.cmake 0x00000001026f3d60 cmFindPackageCommand::ReadListFile(char const*, cmFindPackageCommand::PolicyScopeRule) + 48
10 org.cmake.cmake 0x00000001026f1e9a cmFindPackageCommand::FindModule(bool&) + 250
11 org.cmake.cmake 0x00000001026efce4 cmFindPackageCommand::InitialPass(std::__1::vector<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::allocator<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&, cmExecutionStatus&) + 9028
12 org.cmake.cmake 0x000000010270720b cmCommand::InvokeInitialPass(std::__1::vector<cmListFileArgument, std::__1::allocator<cmListFileArgument> > const&, cmExecutionStatus&) + 75
13 org.cmake.cmake 0x000000010289337b cmMakefile::ExecuteCommand(cmListFileFunction const&, cmExecutionStatus&) + 315
14 org.cmake.cmake 0x000000010271fe09 cmIfFunctionBlocker::IsFunctionBlocked(cmListFileFunction const&, cmMakefile&, cmExecutionStatus&) + 617
15 org.cmake.cmake 0x0000000102893282 cmMakefile::ExecuteCommand(cmListFileFunction const&, cmExecutionStatus&) + 66
16 org.cmake.cmake 0x0000000102736e31 cmMacroHelperCommand::InvokeInitialPass(std::__1::vector<cmListFileArgument, std::__1::allocator<cmListFileArgument> > const&, cmExecutionStatus&) + 3105
17 org.cmake.cmake 0x000000010289337b cmMakefile::ExecuteCommand(cmListFileFunction const&, cmExecutionStatus&) + 315
18 org.cmake.cmake 0x00000001027001ce cmFunctionHelperCommand::InvokeInitialPass(std::__1::vector<cmListFileArgument, std::__1::allocator<cmListFileArgument> > const&, cmExecutionStatus&) + 1886
19 org.cmake.cmake 0x000000010289337b cmMakefile::ExecuteCommand(cmListFileFunction const&, cmExecutionStatus&) + 315
20 org.cmake.cmake 0x00000001028952d7 cmMakefile::ReadListFile(cmListFile const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 695
21 org.cmake.cmake 0x000000010289d31a cmMakefile::Configure() + 1914
22 org.cmake.cmake 0x000000010283d7f2 cmGlobalGenerator::Configure() + 530
23 org.cmake.cmake 0x000000010292267a cmake::ActualConfigure() + 1946
24 org.cmake.cmake 0x0000000102921a71 cmake::Configure() + 865
25 org.cmake.cmake 0x000000010269f464 QCMake::configure() + 868
26 org.cmake.cmake 0x00000001026b2d6b QCMake::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) + 1035
27 org.qt-project.QtCore 0x0000000103cc26dc QObject::event(QEvent*) + 156
28 org.qt-project.QtWidgets 0x0000000102d90b76 QApplicationPrivate::notify_helper(QObject*, QEvent*) + 294
29 org.qt-project.QtWidgets 0x0000000102d934c0 QApplication::notify(QObject*, QEvent*) + 5648
30 org.qt-project.QtCore 0x0000000103c963f4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 164
31 org.qt-project.QtCore 0x0000000103c97014 QCoreApplicationPrivate::sendPostedEvents(QObject*, int, QThreadData*) + 596
32 org.qt-project.QtCore 0x0000000103cec30b QEventDispatcherUNIX::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) + 59
33 org.qt-project.QtCore 0x0000000103c927a1 QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>) + 401
34 org.qt-project.QtCore 0x0000000103ad8afe QThread::exec() + 110
35 org.cmake.cmake 0x0000000102683805 QCMakeThread::run() + 53
36 org.qt-project.QtCore 0x0000000103adc57a QThreadPrivate::start(void*) + 362
37 libsystem_pthread.dylib 0x00007fffa4c40aab _pthread_body + 180
38 libsystem_pthread.dylib 0x00007fffa4c409f7 _pthread_start + 286
39 libsystem_pthread.dylib 0x00007fffa4c401fd thread_start + 13
Thread 2:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x00007fffa4b5038a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffa4b4f7d7 mach_msg + 55
2 com.apple.CoreFoundation 0x00007fff8f4d1c94 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fff8f4d1121 __CFRunLoopRun + 1361
4 com.apple.CoreFoundation 0x00007fff8f4d0974 CFRunLoopRunSpecific + 420
5 com.apple.AppKit 0x00007fff8d14ff92 _NSEventThread + 205
6 libsystem_pthread.dylib 0x00007fffa4c40aab _pthread_body + 180
7 libsystem_pthread.dylib 0x00007fffa4c409f7 _pthread_start + 286
8 libsystem_pthread.dylib 0x00007fffa4c401fd thread_start + 13
Thread 3:
0 libsystem_kernel.dylib 0x00007fffa4b584e2 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fffa4c405fe _pthread_wqthread + 1023
2 libsystem_pthread.dylib 0x00007fffa4c401ed start_wqthread + 13
Thread 4:
0 libsystem_pthread.dylib 0x00007fffa4c401e0 start_wqthread + 0
1 ??? 0xffff9fffff37e750 0 + 18446638520580171600
Thread 5:
0 libsystem_kernel.dylib 0x00007fffa4b584e2 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fffa4c40791 _pthread_wqthread + 1426
2 libsystem_pthread.dylib 0x00007fffa4c401ed start_wqthread + 13
Thread 6:
0 libsystem_pthread.dylib 0x00007fffa4c401e0 start_wqthread + 0
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x000060000062cc80 rbx: 0x0000000000000000 rcx: 0x00007fffad876408 rdx: 0x00007fff5d57e0f0
rdi: 0x0000000000000014 rsi: 0x00007fff5d57e088 rbp: 0x00007fff5d57dc50 rsp: 0x00007fff5d57dc00
r8: 0x00007fff5d57e0f0 r9: 0x00000000ffffffff r10: 0x0000000000000c00 r11: 0x0000000000000246
r12: 0xbadd49f3eb82bead r13: 0x0000000000000c00 r14: 0x00007fff5d57dc2b r15: 0x0000000000000002
rip: 0x000000010298932f rfl: 0x0000000000010202 cr2: 0x00007fc6f13dc000
Logical CPU: 2
Error Code: 0x00000000
Trap Number: 13
Binary Images:
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0x102d80000 - 0x103278fff +org.qt-project.QtWidgets (5.6 - 5.6.0) <02077B7C-1880-31FD-91C5-343DE525ACCC> /Applications/CMake.app/Contents/Frameworks/QtWidgets.framework/Versions/5/QtWidgets
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0x105d08000 - 0x105d3bff7 +org.qt-project.QtPrintSupport (5.6 - 5.6.0) <D3154B8C-707E-35FC-8A44-A192AC07EA11> /Applications/CMake.app/Contents/Frameworks/QtPrintSupport.framework/Versions/5/QtPrintSupport
0x105d6f000 - 0x105d86ffb libCGInterfaces.dylib (331.5) <518D3064-6E1E-3DF6-881B-57867DFE9B1E> /System/Library/Frameworks/Accelerate.framework/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib
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0x7fff8ca8e000 - 0x7fff8caa4fff libLinearAlgebra.dylib (1185) <8CC29DE1-A231-3D5E-B5F1-DCC309036FE0> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib
0x7fff8caa5000 - 0x7fff8caabfff libQuadrature.dylib (3) <120F6228-A3D4-3184-89D7-785ADC2AC715> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib
0x7fff8caac000 - 0x7fff8cac0ff7 libSparseBLAS.dylib (1185) <C35235B7-CFA6-39A7-BD6E-79F4D9CAFD36> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib
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0x7fffa3060000 - 0x7fffa3066fff com.apple.XPCService (2.0 - 1) <BC3FCE26-6219-3316-949F-37F7005C9A0F> /System/Library/PrivateFrameworks/XPCService.framework/Versions/A/XPCService
0x7fffa3137000 - 0x7fffa3139ffb com.apple.loginsupport (1.0 - 1) <4449ACBA-27A8-3311-BD92-CB7E63583FC6> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport
0x7fffa3165000 - 0x7fffa318cffb com.apple.contacts.vCard (1.0 - 2250.2.2) <278D1962-FFC8-399C-92FF-1D50383D291F> /System/Library/PrivateFrameworks/vCard.framework/Versions/A/vCard
0x7fffa318e000 - 0x7fffa31a9ff7 libCRFSuite.dylib (34) <BACC371B-6153-36B5-BC54-3BCF26FBB221> /usr/lib/libCRFSuite.dylib
0x7fffa31aa000 - 0x7fffa31b5fff libChineseTokenizer.dylib (21) <09E74E18-ADB2-30D2-A858-13691CB1186C> /usr/lib/libChineseTokenizer.dylib
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External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 22
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 54482
thread_create: 0
thread_set_state: 453
VM Region Summary:
ReadOnly portion of Libraries: Total=342.0M resident=0K(0%) swapped_out_or_unallocated=342.0M(100%)
Writable regions: Total=276.1M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=276.1M(100%)
VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
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Activity Tracing 256K 2
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CoreUI image file 188K 6
Foundation 4K 2
Image IO 16K 3
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MALLOC 182.4M 74
MALLOC guard page 48K 10
Memory Tag 242 12K 2
Memory Tag 251 28K 3
STACK GUARD 28K 8
Stack 67.0M 9
VM_ALLOCATE 312K 24
__DATA 32.1M 304
__GLSLBUILTINS 2588K 2
__IMAGE 528K 2
__LINKEDIT 119.8M 18
__TEXT 222.2M 301
__UNICODE 556K 2
mapped file 145.0M 55
shared memory 16.4M 14
=========== ======= =======
TOTAL 799.5M 899
Although the tutorial 5 doesn't mention about the need of checking the bmp file's bpp when loading, but in common/texture.cpp
it does do. However, according to the wiki, it shows that the size of data representing the bpp of bitmap is actually 2 bytes:
Offset (hex) | Offset (dec) | Size (bytes) | Windows BITMAPINFOHEADER[1] |
---|---|---|---|
1C | 28 | 2 | the number of bits per pixel, which is the color depth of the image. Typical values are 1, 4, 8, 16, 24 and 32. |
I'm curious why this statement can work,
// the original one...
if ( *(int*)&(header[0x1C])!=24 ) ...
// ...or the re-write version by me
unsigned int bpp = *reinterpret_cast<int*>(&header[0x1C]);
if (bpp != 24) ...
but I think casting it into short*
should make more sense, since short
is 2-byte-size in this case. And changing this doesn't affect the correctness.
unsigned int bpp = *reinterpret_cast<short*>(&header[0x1C]);
The digits render fine, but suzanne is not there as in: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-11-2d-text/ I only see the blue blackground.
The suzanne.obj
file contains a line:
usemtl Material_ray.png
but I can't find such file, suspicious.
Ubuntu 15.10.
HI,
I found that when I added ogl to my project I had to make a minor change to cmake. I thought I would share it so hopefully the source can be updated.
in CMakeLists,txt line 25:
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
to
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
fclose(file)
is called twice in loadBMP_custom
(lines 61 and 75)
line 75:
fclose(file);
is redundant and there is another invocation of fclose() in line 61.
This bug may crash the program.
Hello. I'm trying to replace the included .bmp textures with other images. I'm keeping them 512x512. The cube renders all black. What am I missing? Thanks.
color =
// Ambient : simulates indirect lighting
MaterialAmbientColor +
// Diffuse : "color" of the object
MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) +
// Specular : reflective highlight, like a mirror
MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance);
If I replace cosTheta and cosAlpha with some constant value it works but with cosTheta/cosAlpha it gives segmentation fault with Return code 139(0x8B).
I am on GTX960 nvidea361.42 driver on ubuntu
Hello. I was trying to compile the Ogl 2.1 branch, and during the make stage I received this:
[code]In file included from /home/leopoldo/demos/ogl-2.1_branch/external/glfw-3.1.2/src/../include/GLFW/glfw3.h:153,
from /home/leopoldo/demos/ogl-2.1_branch/external/glfw-3.1.2/src/internal.h:63,
from /home/leopoldo/demos/ogl-2.1_branch/external/glfw-3.1.2/src/context.c:28:
/usr/local/include/GL/gl.h:6:29: error: GLES/glplatform.h: No such file or directory
In file included from /home/leopoldo/demos/ogl-2.1_branch/external/glfw-3.1.2/src/../include/GLFW/glfw3.h:153,
from /home/leopoldo/demos/ogl-2.1_branch/external/glfw-3.1.2/src/internal.h:63,
from /home/leopoldo/demos/ogl-2.1_branch/external/glfw-3.1.2/src/context.c:28:
/usr/local/include/GL/gl.h:22: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘attribute’ before ‘GLbyte’
/usr/local/include/GL/gl.h:26: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘attribute’ before ‘GLubyte’
/usr/local/include/GL/gl.h:29: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘attribute’ before ‘GLfloat’
....
....
[/code]
The total errors messages occupied more than 1000 lines of a txt file, so only showing the first. Anyway the problem is that I do not have this glplatform.h file. I found it here: https://google.github.io/fplbase/glplatform_8h_source.html. Would like to download the file, but don't know to do it, except getting the whole project through git, but when trying to do so, I receive:
[code]error: gnutls_handshake() failed: A TLS fatal alert has been received. while accessing https://github.com/google/fplbase.git/info/refs
fatal: HTTP request failed
[/code]
I would rather do not use package manager to do so, since a couple hours ago, I deleted several files from it to release space on my HD and now it's not working. I can reinstall it, but only as a last resource
hello people,
I were reading about ways to write text inside a rectangle 2D in java using jogl using native opengl but i didn't find anything really clear and good to try. i wish help if you can to explain how to do this. and there is a easy way or not to do that.
if you have example in c++ is good too.
May I ask what's the license of your OpenGL tutorials?
Btw: Thanks for them!
I think there is a typo in tutorial13.cpp line 220 and 223, shouldn't it be specular instead of normal ?
This is quite pedantic but it did make me think I had my setup wrong.
In the section on Building the Tutorials
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/#building-the-tutorials
For each environment the docs say you should see a black background but the code actually sets it to blue
https://github.com/opengl-tutorials/ogl/blob/master/playground/playground.cpp#L51
Again, super picky but might confuse others as it did me. OTOH, it got me into the code right away! So... :D
Also, I'd be happy to send a PR but not sure where the tutorial documents are...only see the code in here.
BTW, these are fantastic...thank you!!
In all tutorials, the VAO setup code (glEnableVertexAttribArray, glVertexAttribPointer) is located inside the main loop although the bindings never change. Even worth, this kind of setup code with enabling/disabling attributes in each frame goes completely against what VAOs are made for and teaches people to issue a lot of unnecessary OpenGL calls.
The better way would be to setup the VAO before the main loop and only use glBindVertexArray with the correct VAO in each frame. (And technically even that would be unnecessary unless there are multiple VAOs/DrawCalls involved).
The problem is not that the solution shown here would be wrong (it actually is valid code) but a lot of people learn writing OpenGL code from your tutorial due to the prominent placement on google. They then later use that code in their own projects and when having a larger number of objects, doing the setup code in each frame will definitely be a problem.
I was following:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/
Specifically the linux section and was unable to cmake & build the project:
$ mkdir build
$ cd build
$ cmake ..
CMake Error at CMakeLists.txt:9 (message):
Please select another Build Directory ! (and give it a clever name, like
bin_Visual2012_64bits/)
-- Configuring incomplete, errors occurred!
See also "/home/beb/VCGS/glfw/ogl/CMakeFiles/CMakeOutput.log".
See also "/home/beb/VCGS/glfw/ogl/CMakeFiles/CMakeError.log".
Not sure if I'm doing this incorrectly or if the tutorial is out of date?
Please advise.
On CMake 2.8.12.2 under Scientific Linux release 6.6 (Carbon), I got this error message during cmake ..
followed by a halt.
CMake Error at CMakeLists.txt:24 (cmake_policy):
Policy "CMP0026" is not known to this version of CMake.
Removing this line successfully got me past the error without any noticeable side-effects.
# On Visual 2005 and above, this module can set the debug working directory
# cmake_policy(SET CMP0026 OLD)
if ( fread(header, 1, 54, file)!=54 ){ printf("Not a correct BMP file\n"); return 0; } // A BMP files always begins with "BM" if ( header[0]!='B' || header[1]!='M' ){ printf("Not a correct BMP file\n"); return 0; }
In the function loadBMP_custom , if return here then the file is not closed
I copied code from tutorial02.cpp to playground.cpp and shaders dir under playground dir.
However, I got
Impossible to open SimpleVertextShader.vertexshader. Are you in the right directory? Don't forget to read the FAQ!
I am using Windows.
As written in the docstring of glfwSetCursorPos:
Do not use this function to implement things like camera controls. GLFW
already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
cursor, transparently re-centres it and provides unconstrained cursor
motion. See @ref glfwSetInputMode for more information.
One should call glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
instead of glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
. See this page for more information.
P.S. Somehow this doesn't work properly on my Mac so I had to call glfwSetCursorPos even though, but it increased my mouse update speed (before smth like 5 seconds, now definitely more).
I have been looking for a good opengl tutorial and i find this cool one. I am using it in my project but a notice that it is not include skybox exemple.
So plz how to create a skybox ?
in file common/objloader.cpp . After open an obj file, no close action.
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/
CMake instructions fail to configure and generate the xcode project.
I don't quite get it, why in RotationBetweenVectors
, the cosine of the angle is calculated as s * 0.5f
. The following is the relevant code, copied from the function:
float s = sqrt( (1+cosTheta)*2 );
float invs = 1 / s;
return quat(
s * 0.5f,
rotationAxis.x * invs,
rotationAxis.y * invs,
rotationAxis.z * invs
);
Why is it not quat(cosTheta * 0.5f, rotationAxis * sin(acos(cosTheta)) * 0.5f)
?
According to the explainations and the tool in [1], I would have thought that would be the way to go.
[1] Interactive quaternion exploration and learning tool by 3blue1brown and Ben Eater: https://eater.net/quaternions/video/intro
Hello,
just wanted to let you know that the link to the applet thats supposed to explain the Orthogonalization is not working anymore.
Greetings. Thanks for your work on this extensive tutorial set. I think I may have found a problem with the code performing orthogonalization of the tangent and bitangent. First, it appeared that bitangent orthogonalization was left out altogether, while the tangent operation left off part of the required calculation. To fix it I added the following function to tangentspace.cpp
glm::vec3 proj(glm::vec3 u, glm::vec3 v) {
return u * (glm::dot(u, v) / glm::dot(u, u));
}
and modified the "Going Further" loop as follows:
...
t = glm::normalize(t - proj(n, t));
b = glm::normalize(b - proj(n, b) - proj(t, b));
...
Those two together will make TBN orthogonal and allow the inverse transpose. Please correct me if you find this in error. Thanks for your attention.
-B
The code used for loading shader strings from a file is:
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
First, the "\n"
should certainly not be added before Line
. That shifts all of the lines down by 1, which is going to be a problem when it comes to debugging shaders. All of the line numbers reported by the compiler will be off by 1.
Second, line-by-line reading of files like this is unfortunate. There are pretty easy ways to slurp an entire file into memory. For example:
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
std::string FragmentShaderCode = sstr.str();
If the extra copy here is disconcerting to you, there are other ways. The point being, there are lots of options that don't involve doing this read a line and concatenate it method.
Now you might think that inefficiency in something like this is irrelevant. And generally speaking it is. But the problem isn't the inefficiency; the problem is that your code is used as an example for new programmers.
opengl-tutorials.org is one of the premier OpenGL tutorial sites on the Internet. Thousands of new programmers learn from this code. They assume that the quality of the code is good, and they will frequently copy-and-paste from it into their application. So when they see a tutorial like yours engaging in this practice, they will naturally assume that this is the right way to read all of the text in a file.
So if they ever need to read a file, they'll copy your code. Which is not good code.
I've seen so many new programmers who've learned from OpenGL using copies of your code. Or code just like it. Who believe that reading an entire file is best done by reading it line-by-line.
I'm hoping that you can help stop the proliferation of such code.
Hi there! You haven't responded to any of my emails but I'd like to request an exemption from the No Derivatives clause of the license.
We're currently seekign to create a set of tutorials for Silk.NET - a free and open-source binding to OpenGL for C#, F#, and other .NET languages. But your license currently blocks this.
Please reply with an email address I can contact, as clearly [email protected] isn't reliable.
In tutorial 2, at this point we are supposed to run code and see a white triangle:
However, we'll only see a black screen if using the core profile. That's because shaders are mandatory there.
Maybe it could be made clear in the text that, with these settings (used in Tutorial 1) we won't actually see the white triangle?
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
As an absolute beginner, I was not quite sure why the triangle wasn't drawn, so I didn't even attempt to go to the next step, shaders. Just spent far too long tweaking options and searching the web for a solution.. :)
Hang with black window. Nothing drawn. No reaction to ESC key.
I've incorporated the TestRayOBBIntersection function from misc05_picking_custom.cpp into my own program and it was working great when I was in a perspective projection matrix but whenever I was in an ortho projection it was failing. I've done a lot of debugging and I believe there is a coding error in that function for the else part of each axis where it labels it as a "rare case". For ortho projections the ray_direction vector is always (0, 0, -1) which causes the dot product against every axis to be zero (i.e. the variable f = 0.0) causing it to take the "rare case" path for every axis. The problem is the variable "e" is being negated in the rare case if statement which causes a hit to fail.
This code snippet I attached below hard codes all the inputs to the functions to demonstrate the error. This should result in a direct hit to the center of the object. I had to modify 2 things in the TestRayOBBIntersection function to get this to result in a hit. 1) Modify the rare cases to change all occurrences of "-e" to "e". 2) Add a Boolean input to the function to indicate you are doing a 2D hit detection so it will skip the Z axis.
I've got it working in my program now but wanted to provide this feedback to help others.
int screenWidth = 1200;
int screenHeight = 700;
glm::vec3 ray_origin;
glm::vec3 ray_direction;
ProjectionMatrix = glm::ortho(0.0f, (float)screenWidth, 0.0f, (float)screenHeight, 1.0f, 100.0f);
ViewMatrix = glm::mat4(1.0f);
int mousex = 200;
int mousey = 100;
ScreenPosToWorldRay(
mousex, screenHeight - mousey,
screenWidth, screenHeight,
ViewMatrix,
ProjectionMatrix,
ray_origin,
ray_direction
);
glm::vec3 aabb_min = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 aabb_max = glm::vec3(5.0f, 5.0f, 0.0f);
glm::mat4 ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(197.5f, 602.5f, 0.0f));
float distance = 1000000000.0f;
float intersection_distance;
bool hit = false;
if (TestRayOBBIntersection(
ray_origin,
ray_direction,
aabb_min,
aabb_max,
ModelMatrix,
intersection_distance,
true)
) {
if (intersection_distance < distance) {
distance = intersection_distance;
hit = true;
}
}
Building on OSX everything compiles and links just fine leveraging cmake. However all the samples I've tried requires me to modify or move the window that have been opened before anything gets rendered.
https://github.com/opengl-tutorials/ogl/blob/master/tutorial03_matrices/tutorial03.cpp#L100
In the render loop, glClear( GL_COLOR_BUFFER_BIT)
is called. This leads to no output, which I was able to fix by changing to glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Only FYI
Cross Referencing here the issue opened on GTKMM gitlab for the GL Area related the example 8
I'm following the tutorials exactly based on the steps on the site and after generating the solutions with cmake i opened tutorials.sln in vs2019 and am trying to do a Release x64 build but bullet keeps failing to build because it is expecting LinearMath to be a .lib but it's always building as a .dll regardless of whether it's set to build as a dll or static library in the project settings, how would i fix this
Here are the errors i get:
2>Project not selected to build for this solution configuration
1>LINK : fatal error LNK1181: cannot open input file '..\LinearMath\Release\LinearMath.lib'
1>Done building project "BulletCollision.vcxproj" -- FAILED.
3>------ Build started: Project: BulletDynamics, Configuration: Release x64 ------
3>LINK : fatal error LNK1181: cannot open input file '..\BulletCollision\Release\BulletCollision.lib'
3>Done building project "BulletDynamics.vcxproj" -- FAILED.
4>------ Build started: Project: BulletSoftBody, Configuration: Release x64 ------
5>------ Build started: Project: misc05_picking_BulletPhysics, Configuration: Release x64 ------
4>LINK : fatal error LNK1181: cannot open input file '..\BulletDynamics\Release\BulletDynamics.lib'
4>Done building project "BulletSoftBody.vcxproj" -- FAILED.
5>LINK : fatal error LNK1181: cannot open input file 'external\bullet-2.81-rev2613\src\BulletDynamics\Release\BulletDynamics.lib'
5>Done building project "misc05_picking_BulletPhysics.vcxproj" -- FAILED.
6>------ Skipped Build: Project: INSTALL, Configuration: Release x64 ------
6>Project not selected to build for this solution configuration
I was trying to make the tutorials work on my ubuntu 14.04 LTS which is installed in my vmWare ( a Nvida GPU of course ). But it seams that the glfw window can't be created correctly in the tutirial 1 : opening a window. I have google-ed for a while. Just need some help.
window = glfwCreateWindow( 1024, 768, "Playground", NULL, NULL);
╭─frankwang@ubuntu ~/mycode/OpenGLTutorior/ogl-OpenGL-tutorial_0015_33/tutorial01_first_window/screenshots
╰─➤ lspci |grep VGA
00:0f.0 VGA compatible controller: VMware SVGA II Adapter
would this be a problem to make it work?
glDeleteTextures(1, &TextureID);
File tutorial05, use wrong variable while delete texture. Should use Texture. TextureID is just the uniform location.
playground.cpp is missing
glClear( GL_COLOR_BUFFER_BIT );
without which the window is just black
Good day to you. Found an issue. Right here it looks like time calculations are wrong - you calculate actual time difference but in calculations below you assume it equals to exacly 1 second which is wrong for real world. You should use actual time difference instead of 1 second or 1000 milliseconds. Also, glfwGetTime() according to docs returns time in seconds, not milliseconds!
ogl/tutorial09_vbo_indexing/tutorial09.cpp
Lines 137 to 151 in 316cccc
Should't there be something like this?
auto lastTime = std::chrono::high_resolution_clock::now();
int nbFrames = 0;
do{
// Measure speed
auto currentTime = std::chrono::high_resolution_clock::now();
nbFrames++;
std::this_thread::sleep_for(std::chrono::milliseconds(300));
if ( currentTime - lastTime >= std::chrono::seconds(1) ){ // If last prinf() was more than 1 sec ago
auto timeDiff = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastTime);
// printf and reset timer
std::cout << timeDiff.count() / double(nbFrames) << " ms/frame\n" << std::endl;
nbFrames = 0;
lastTime += timeDiff;
}
// ... rest of the main loop
Also please, note that glfwGetTime() returns time in seconds according to this
P.S.
I used c++11 just to demonstrate one of possible concepts how it could be (sorry, just more familiar with c++11). Will then rewrite in C-style if needed.
There are lots of image in each tutorial . I think they are not required and they only increase the download size.
The controller described behaves very differently then other 3D renderers. It shifts in position rather rotation along the y axis, as is expected from 3D renderers.
Hi guys! So some of the tutorials build just fine on my system (I can run the executable files, and see expected results). However, when it comes to the tutorial which uses the assimp library - there is an error. I am attaching the logs below.
My system is Windows 10, 64bit
. I am using the compilers g++.exe (x86_64-win32-sjlj-rev0, Built by MinGW-W64 project) 7.1.0
, and gcc.exe (x86_64-win32-sjlj-rev0, Built by MinGW-W64 project) 7.1.0
. Version of cmake is cmake version 3.9.0-rc3
.
[ 36%] Building CXX object external/bullet-2.81-rev2613/src/BulletCollision/CMakeFiles/BulletCollision.dir/CollisionShapes/btTriangleMesh.cpp.obj
In file included from C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/Logger.hpp:47:0,
from C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/DefaultLogger.hpp:46,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\AssimpPCH.h:136,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Assimp.cpp:45:
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h: In member function 'void aiString::Set(const char*)':
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h:284:24: error: '::strlen' has not been declared
const size_t len = ::strlen(sz);
^~~~~~
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h:284:24: note: suggested alternative: 'mbrlen'
const size_t len = ::strlen(sz);
^~~~~~
mbrlen
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h: In member function 'void aiString::Append(const char*)':
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h:317:22: error: 'strlen' was not declared in this scope
const size_t len = strlen(app);
^~~~~~
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h:317:22: note: suggested alternative: 'mbrlen'
const size_t len = strlen(app);
^~~~~~
mbrlen
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/types.h:318:8: error: in argument to unary !
if (!len) {
^~~
In file included from C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/scene.h:49:0,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\AssimpPCH.h:139,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Assimp.cpp:45:
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/texture.h: In member function 'bool aiTexture::CheckFormat(const char*) const':
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/texture.h:171:18: error: '::strncmp' has not been declared
return (0 == ::strncmp(achFormatHint,s,3));
^~~~~~~
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/texture.h:171:18: note: suggested alternative: 'wcsncmp'
return (0 == ::strncmp(achFormatHint,s,3));
^~~~~~~
wcsncmp
In file included from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\AssimpPCH.h:139:0,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Assimp.cpp:45:
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/scene.h: In member function 'aiNode* aiNode::FindNode(const char*)':
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/scene.h:155:10: error: '::strcmp' has not been declared
if (!::strcmp( mName.data,name))return this;
^~~~~~
C:/dev/github/opengl-tutorials/ogl/external/assimp-3.0.1270/include/assimp/scene.h:155:10: note: suggested alternative: 'strtol'
if (!::strcmp( mName.data,name))return this;
^~~~~~
strtol
In file included from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\AssimpPCH.h:147:0,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Assimp.cpp:45:
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\StringComparison.h: In function 'int Assimp::ASSIMP_stricmp(const char*, const char*)':
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\StringComparison.h:137:11: error: '::strcasecmp' has not been declared
return ::strcasecmp(s1,s2);
^~~~~~~~~~
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\StringComparison.h:137:11: note: suggested alternative: 'wcsicmp'
return ::strcasecmp(s1,s2);
^~~~~~~~~~
wcsicmp
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\StringComparison.h: In function 'int Assimp::ASSIMP_strincmp(const char*, const char*, unsigned int)':
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\StringComparison.h:186:11: error: '::strncasecmp' has not been declared
return ::strncasecmp(s1,s2, n);
^~~~~~~~~~~
In file included from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\GenericProperty.h:45:0,
from C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Assimp.cpp:48:
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Hash.h: In function 'uint32_t SuperFastHash(const char*, uint32_t, uint32_t)':
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Hash.h:72:29: error: '::strlen' has not been declared
if (!len)len = (uint32_t)::strlen(data);
^~~~~~
C:\dev\github\opengl-tutorials\ogl\external\assimp-3.0.1270\code\Hash.h:72:29: note: suggested alternative: 'mbrlen'
if (!len)len = (uint32_t)::strlen(data);
^~~~~~
mbrlen
[ 37%] Building CXX object CMakeFiles/tutorial09_several_objects.dir/common/texture.cpp.obj
[ 37%] Building CXX object external/bullet-2.81-rev2613/src/BulletCollision/CMakeFiles/BulletCollision.dir/CollisionShapes/btTriangleMeshShape.cpp.obj
[ 37%] Building CXX object CMakeFiles/tutorial10_transparency.dir/common/shader.cpp.obj
[ 37%] Building CXX object CMakeFiles/tutorial09_several_objects.dir/common/objloader.cpp.obj
external\assimp-3.0.1270\code\CMakeFiles\assimp.dir\build.make:62: recipe for target 'external/assimp-3.0.1270/code/CMakeFiles/assimp.dir/Assimp.cpp.obj' failed
mingw32-make.exe[2]: *** [external/assimp-3.0.1270/code/CMakeFiles/assimp.dir/Assimp.cpp.obj] Error 1
CMakeFiles\Makefile2:2291: recipe for target 'external/assimp-3.0.1270/code/CMakeFiles/assimp.dir/all' failed
mingw32-make.exe[1]: *** [external/assimp-3.0.1270/code/CMakeFiles/assimp.dir/all] Error 2
mingw32-make.exe[1]: *** Waiting for unfinished jobs....
Why might this be happening? Any help is welcome!
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JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
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We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.