On Sunday, 10 January 2016 at 21:53:45 UTC, Dav1d wrote:
On Sunday, 10 January 2016 at 21:30:32 UTC, Jason Jeffory wrote:
Seems like it is a very nice way to get into openGL from D.
http://glad.dav1d.de/
I generated the bindings for all the latest versions of the
various specifications.
Does anyone have any tutorials that use this library
effectively?
There's this
https://github.com/Dav1dde/glamour
But not sure what it is(diff between it and glad). Says it's a
wrapper to OpenGL... but does it use the glad generated
bindings?
It looks like I'd prefer this to derelict because it seems
like it is a automatically generated binding... which means
future extensibility and no "extra" stuff.
Would be nice if it works with dub. How could I use it easily
with dub as a local library? (create a dependency from a local
file location)
Thanks.
Hey,
I am the guy behind glad, you are most likely looking for:
https://github.com/Dav1dde/glad#d
Instead of downloading the glad sources and installing Python
you can use the website http://glad.dav1d.de/
(If I have time I will write more documentation and also have
it on the website)
glad is just another way to load your OpenGL functions (kinda
like Derelict does it), the main difference is, it exactly
allows you to generate the feature set you need, if you're in
doubt, you can also just generate everything.
Another difference is, it uses the official XML-Specification
files, so it is always up to date and doesn't need to be
maintained. This also means it can can generate files for
EGL/GLES/WGL and GLX.
Glad itself is a library which happens to include a D generator
'backend', that allows you to extend it and make a more
advanced loader (e.g. introduce another layer and automatically
check glGetError, see C/C++ Debug), but for your normal use the
included generator is good enough.
Usage:
Basically you download the zip, add the source files to your
project and build system and call gladLoadGL() (check the
return value, `enforce(gladLoadGL())`) after creating a
context. This will use the internal loader, if you use glfw you
can pass glfwGetProcAddress to gladLoadGL(), if you use SDL you
can use SDL_GL_GetProcAddress: `gladLoadGL(x =>
glfwGetProcAddress(x))`.
Then you can just go ahead and call the imported gl functions.
Why no dub?:
Well why would you want to use dub? Just generate the files and
copy them into your source.
----
I also wrote glamour, glamour is just a library which abstracts
the the OpenGL API and has some glue code for gl3n (maths), SDL
(texture loading), glad/Derelict (for gl).
Cool, it looks really well done. I spend several hours
researching and looking at various approaches. It was basically
Derelict stuff or a lot of things that didn't look well done. I
was wishing there was something that would automatically do
it(looked into htod, swift, etc)... then I stumbled across your
work!!! Was exactly what I wanted!
glfw is separate or have you done something with it(is it wgl?)?
I'm basically trying to get a minimal setup running on winx64. I
don't want a lot of hassle that other "solutions" seem to have(no
derelict, sdl, etc...). I know there has to be some windows
stuff(glfw) haven't yet found a solution for it(haven't really
looked yet).