Up to now I was able to compile just "First Triangle example" https://www.dropbox.com/sh/myem3g69qjyo58v/AABZuvwuRDpnskhEC4AAK5AVa?dl=
Why not start with that, then, and expand it until it has everything you need?

If it helps, the basic gl startup code for my engine is at http://ix.io/1Z2X/d and http://ix.io/1Z2Y/d (engine is closed-source, but feel free to steal that part for w/e you want). Obviously depends on a bunch of other infrastructure, but should be enough to get the idea. In the second link, you probably only want the constructor; everything else is irrelevant windowing stuff or boilerplate.

I guess I'm mostly confused as to what your roadblock is: once you've imported derelict.opengl, you have all the same opengl functions as you would have in c++; once you've imported derelict.sdl, you have all the same sdl functions as in c++. The only thing I can think of aside from that is math or gui libs--but in your c++ engine, it looks like you implemented those from scratch.

By the way, I recommend using bindbc (https://github.com/bindbc) wrappers over derelict ones, if available, because mike isn't really maintaining derelict anymore. He was pretty much the sole maintainer. I'm currently using a weird branch of derelictsdl for vulkan support, and a custom version of derelictassimp so it doesn't break.

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