April 22, 2013
> you are doing it wrong. first you will need mingw32-make from mingw default setup, second fix win32 bindings makefile around line 25 so it will looks like this(supported file don't have uuid.di outdated interface file included)
Yeah I realise what I was doing wrong now. It only coincidentally worked because the win32 libraries were linked in by default, although of course the functions implemented in D gave errors.

I've switched to just adding missing functions as I need them to "windows.d" and recompiling the druntime.

> Yes, pragma(lib, ...); but it won't work for .di files.
>
> http://d.puremagic.com/issues/show_bug.cgi?id=2776
>

OK, I had seen that but earlier in this thread evilrat said it didn't work in GDC so I assumed it was a DMD only feature.

> also i would suggest you read all documents in language reference, how-tos, and sections, they are not so big but it will give answer to most begginers questions. also start reading library reference, you will save much time later.

I have read all the language reference pages, but there is very little on linking and related things. Specifically, there could be a more obvious link to "deimos" so that those bindings can be found as that seems to be the most official place for such things as well as more information on how to build the .d files. (For example, the opengl project gives just a single .d file with no information about how to use it)

As it turns out, the opengl project needs a .lib file to import opengl32.dll which can only be generated by getting "coffimplib.exe" (wow finding that was hard!) and running it on the platform sdk import library for opengl.

Since wgl*** functions are declared in "windows.h" but are defined in "opengl32.dll" this is technically part of the platform SDK. It should really not be this hard to call a function supposedly built into the operating system. An up to date opengl32 import library should exist in "dmd2/windows/lib/".

I realise D is still fairly young so it's unreasonable to expect everything to already exist, but at least enough information should be given to be able to correctly add things that don't.
April 22, 2013
On Monday, 22 April 2013 at 12:54:32 UTC, Diggory wrote:
> ...
>
> I realise D is still fairly young so it's unreasonable to expect everything to already exist, but at least enough information should be given to be able to correctly add things that don't.

it's not that young, but i agree the whole site is quite outdated, under-maintained and uninformative on some concepts, therefore making lot of people who accidentally found D to quickly abandon learning it, also turning some of them into very haters :(

the real problem is that you need to really want to use D, not just "i wish there be cool language with wow features that super easy to learn and use..."

oops, some offtopic.

btw i really recommend w32api bindings and derelict3(since it's really crossplatform and easy to build and use) for opengl. it also helps to avoid some problems with manual pointer loading when you messed up function signature/name resulting in not loading gl funcs which in result leads to happy debugging time.
April 23, 2013
On 2013-04-22 14:54, Diggory wrote:

> OK, I had seen that but earlier in this thread evilrat said it didn't
> work in GDC so I assumed it was a DMD only feature.

That's true as well. GDC won't/can't implement it because of how the architecture looks like in GCC. The compiler cannot access the driver. As I understand it the driver chooses the linker flags.

-- 
/Jacob Carlborg
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