Thread overview
Trying to get Derelict.opengl3.gl3 and derelict.glfw3.glfw3 to work together
Sep 24, 2014
csmith
Sep 24, 2014
Nicolas F.
Sep 24, 2014
Mike Parker
Sep 24, 2014
csmith
Sep 24, 2014
Nicolas F.
Sep 24, 2014
csmith
Sep 24, 2014
Nicolas F.
Sep 25, 2014
MrSmith
September 24, 2014
Hi everyone,

I've got derelict.opengl3.gl3 and derelict.glfw3.glfw3 setup with dub and can get a window to open up and close with glfw3. I can also use glClear(GL_COLOR_BUFFER_BIT); however, beyond this most OpenGL commands fail and I can't seem to figure out how to fix it.

Code:

    import std.stdio;
    import derelict.opengl3.gl3, derelict.glfw3.glfw3;

    void main(string args[])
    {
        DerelictGL3.load(); // Loads OpenGL v1.0 and v1.1
        DerelictGLFW3.load(); // Loads GLFW3

        assert (glfwInit(), "Failed to initialize GLFW3");
        scope (exit) glfwTerminate();

        glfwSetErrorCallback(&error_callback);

        auto window = glfwCreateWindow(640, 480, "Simple example", null, null);	
        assert (window !is null);

        glfwMakeContextCurrent(window);
        auto vers = DerelictGL3.reload(); // Created GLFW3 context, so GL3 needs to be reloaded
	
        while (!glfwWindowShouldClose(window)) {
            if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
                glfwSetWindowShouldClose(window, GL_TRUE);
		
            glClear(GL_COLOR_BUFFER_BIT);
            glBegin(GL_POINTS);
            glEnd();
		
            glfwSwapBuffers(window);
            glfwPollEvents();
        }

        glfwDestroyWindow(window);
        glfwTerminate();
    }

    extern (C) void error_callback(int error, const(char)* description) nothrow {
        printf("%s %s", error, description);
    }

Compiler Output:

    derelict-util: ["derelict-util"]
    derelict-util: ["derelict-util"]
    derelict-glfw3: ["derelict-glfw3", "derelict-util"]
    derelict-util: ["derelict-util"]
    derelict-gl3: ["derelict-gl3", "derelict-util"]
    myproj: ["myproj", "derelict-util", "derelict-glfw3", "derelict-util", "derelict-gl3", "derelict-util"]
    Target is up to date. Using existing build in /home/csmith/.dub/packages/derelict-util-1.0.2/.dub/build/library-debug-linux.posix-x86_64-dmd-A741715720F146208FFF241F87E468DD/. Use --force to force a rebuild.
    Target is up to date. Using existing build in /home/csmith/.dub/packages/derelict-glfw3-1.0.2/.dub/build/library-debug-linux.posix-x86_64-dmd-DD1819CE8266F370192AAD3190CA5B06/. Use --force to force a rebuild.
    Target is up to date. Using existing build in /home/csmith/.dub/packages/derelict-gl3-1.0.6/.dub/build/library-debug-linux.posix-x86_64-dmd-59B635D839F3A8CFC2737986D4B622FD/. Use --force to force a rebuild.
    Building myproj configuration "application", build type debug.
    Compiling...
    source/app.d(25): Error: undefined identifier glBegin
    source/app.d(26): Error: undefined identifier glEnd
    FAIL .dub/build/application-debug-linux.posix-x86_64-dmd-357CCD4CB91CACEC384AF7BAA514E3A7 myproj executable
    Error executing command run: DMD compile run failed with exit code 1

Any ideas?

Thanks,
Charles
September 24, 2014
Make sure to call DerelictGL3.reload() to get "all" the OpenGL
calls, if you don't, you only get OpenGL 1.1
September 24, 2014
On 9/24/2014 12:08 PM, csmith wrote:
> Hi everyone,
>

>      Compiling...
>      source/app.d(25): Error: undefined identifier glBegin
>      source/app.d(26): Error: undefined identifier glEnd
>      FAIL
> .dub/build/application-debug-linux.posix-x86_64-dmd-357CCD4CB91CACEC384AF7BAA514E3A7
> myproj executable
>      Error executing command run: DMD compile run failed with exit code 1
>
> Any ideas?
>

You're using deprecated OpenGL calls. The gl3 module only declares and loads modern OpenGL. If you really want to use the deprecated stuff, change the gl3 import to this:

import derelict.opengl3.gl;

And call load/reload on the DerelictGL instance rather than DerelictGL3. All of the modern stuff will still be available.





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September 24, 2014
On Wednesday, 24 September 2014 at 11:07:56 UTC, Mike Parker
wrote:
> You're using deprecated OpenGL calls. The gl3 module only declares and loads modern OpenGL. If you really want to use the deprecated stuff, change the gl3 import to this:
>
> import derelict.opengl3.gl;
>
> And call load/reload on the DerelictGL instance rather than DerelictGL3. All of the modern stuff will still be available.

Thanks for this. Was using GLFW's example trying to troubleshoot
it. Wasn't really considering them using the outdated functions.
I guess I'll look for a different tutorial elsewhere.

Also, thanks for making it in the first place!
September 24, 2014
Whoops, I just saw that my earlier answer was totally inaccurate.
I was on my phone at the time, so didn't look at the code in
detail.

On Wednesday, 24 September 2014 at 13:59:41 UTC, csmith wrote:
> On Wednesday, 24 September 2014 at 11:07:56 UTC, Mike Parker
> wrote:
>> You're using deprecated OpenGL calls. The gl3 module only declares and loads modern OpenGL. If you really want to use the deprecated stuff, change the gl3 import to this:
>>
>> import derelict.opengl3.gl;
>>
>> And call load/reload on the DerelictGL instance rather than DerelictGL3. All of the modern stuff will still be available.
>
> Thanks for this. Was using GLFW's example trying to troubleshoot
> it. Wasn't really considering them using the outdated functions.
> I guess I'll look for a different tutorial elsewhere.
>
> Also, thanks for making it in the first place!

Yes, ##opengl on freenode has good tutorials and examples in the
topic. If you've been reading NeHe, drop it. NeHe is severely out
of date and anyone still recommending it probably don't know what
they're talking about.

Here's some links:
http://www.arcsynthesis.org/gltut/
https://github.com/progschj/OpenGL-Examples
https://github.com/g-truc/ogl-samples

Note that modern OpenGL is a bit more involved to get something
on the screen. You'll be writing a lot more boilerplate in the
beginning, but a lot of the modern features are definitely worth
it.
September 24, 2014
> Whoops, I just saw that my earlier answer was totally inaccurate.
> I was on my phone at the time, so didn't look at the code in
> detail.
>

No big deal, figured you just missed it / auto response to this kinda question. I did my best to google this question, but wasn't really sure where to begin.

> Yes, ##opengl on freenode has good tutorials and examples in the
> topic. If you've been reading NeHe, drop it. NeHe is severely out
> of date and anyone still recommending it probably don't know what
> they're talking about.
>
> Here's some links:
> http://www.arcsynthesis.org/gltut/
> https://github.com/progschj/OpenGL-Examples
> https://github.com/g-truc/ogl-samples

Exactly the kinda thing I was looking for. Thanks for the heads up about NeHe.

> Note that modern OpenGL is a bit more involved to get something
> on the screen. You'll be writing a lot more boilerplate in the
> beginning, but a lot of the modern features are definitely worth
> it.

I came from web development, you're meaning to tell me there's coding outside of writing boilerplate? Jokes aside, figured if I took the time to learn a modern language, I'd be consistent with adding in newer technologies :)
September 24, 2014
On Wednesday, 24 September 2014 at 16:36:29 UTC, csmith wrote:

> I came from web development, you're meaning to tell me there's coding outside of writing boilerplate? Jokes aside, figured if I took the time to learn a modern language, I'd be consistent with adding in newer technologies :)

In that case, here's some two things on the way that may not be all that intuitive for a web developer when it comes to dealing with OpenGL, as they are quirks stemming mostly from how C works:

1. When you need to pass an array of some sort to an OpenGL function, remember to use foo.ptr, not &foo. foo.ptr will get you a pointer to an array that the rest of the world, not just D, understands.

2. The OpenGL spec mandates that empty error logs for shader compilation are to report length 0, but if you ask on an nvidia machine about the length of its empty error log, it will reply with length 1. This is because nvidia just send the length of the string in all cases, which for empty C strings is 1 due to the null-byte.

I hope this helps you along, good luck!
September 25, 2014
On Wednesday, 24 September 2014 at 13:59:41 UTC, csmith wrote:
> On Wednesday, 24 September 2014 at 11:07:56 UTC, Mike Parker
> wrote:
>> You're using deprecated OpenGL calls. The gl3 module only declares and loads modern OpenGL. If you really want to use the deprecated stuff, change the gl3 import to this:
>>
>> import derelict.opengl3.gl;
>>
>> And call load/reload on the DerelictGL instance rather than DerelictGL3. All of the modern stuff will still be available.
>
> Thanks for this. Was using GLFW's example trying to troubleshoot
> it. Wasn't really considering them using the outdated functions.
> I guess I'll look for a different tutorial elsewhere.
>
> Also, thanks for making it in the first place!

We have opengl tutorials in D https://github.com/d-gamedev-team/opengl-tutorials