Comments (2)
I agree that at least a basic example should be included to help new users since there isn't a ton of projects out there using zgl yet. I managed to brute-force my way to a bit of working code in a few hours. I'm using SDL but the code should be similar with whatever libarary you're using, it just needs a GetProcAddress
counterpart:
pub const c = @cImport({
@cInclude("SDL2/SDL.h");
});
const zgl = @import("zgl");
fn getProcAddressWrapper(comptime _: type, symbolName: [:0]const u8) ?*const anyopaque {
return c.SDL_GL_GetProcAddress(symbolName);
}
fn init_opengl() {
// Init SDL
try zgl.loadExtensions(void, getProcAddressWrapper);
// Use zgl with zig bindings or C-API bindings
}
This isn't the same exact code I use in my application, but it should get you going with zgl. Feel free to reply if something is not working correctly.
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Hi @KnockerPulsar, at the end I was able to make it work using mach-glfw
, you can see an example here: https://github.com/Flecart/zig-learnopengl/blob/main/src/chapter-1/1.2.zig#L41
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Related Issues (16)
- Program.uniform1i function name conflict HOT 1
- Types for offsets: usize vs ?usize vs ?*c_void
- Inconsistency between Type and ElementType
- Inability to pass null to bufferData/namedBufferData
- Remove OpenGL-Registry submodule? HOT 1
- Add a version of activeTexture which allows integers HOT 1
- Cannot use createTexture in mac HOT 3
- Linking fails with 'undefined reference to' libdl functions. HOT 8
- How do I use it using mach-glfw? HOT 4
- How do I use the new bindings with SDL.zig? HOT 4
- orelse @panic check for each opengl call in release mode?
- SIGSEGV when calling any function HOT 1
- Code won't build with latest 0.11 version of Zig HOT 3
- BufferMapTarget duplicates BufferTarget
- Put emphasis on the "incrementally"
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