On Wednesday, 16 November 2016 at 16:05:06 UTC, Mike Parker wrote:
On Wednesday, 16 November 2016 at 14:59:40 UTC, Edwin van
Leeuwen wrote:
Thank you for this! Great information.
So dub dynamically "add" code from the dll into the source code
at runtime?
Also will I ever need to learn
Hey all,
This is a very beginner problem, but not one I know how to do on
my own. Could anyone give a step-by-step guide on how to compile
libraries, and then use them in my project with DUB?
For example, I've been using this guide for graphics:
On Tuesday, 4 October 2016 at 16:09:34 UTC, Darren wrote:
Back again with another little problem that isn't specifically
OpenGL related, but is a result of getting such code to work.
I actually figured it out; my own mistakes.
Back again with another little problem that isn't specifically
OpenGL related, but is a result of getting such code to work.
Code I'm working on:
https://dfcode.wordpress.com/2016/10/04/linker-problem/
What I'm learning from:
http://www.learnopengl.com/#!Getting-started/Camera,
On Tuesday, 20 September 2016 at 19:45:57 UTC, Karabuta wrote:
On Tuesday, 20 September 2016 at 15:38:55 UTC, Darren wrote:
On Tuesday, 20 September 2016 at 15:07:53 UTC, rikki
cattermole wrote:
Ok lets start at the very beginning...
I think I need to start before that, haha.
I might need
On Tuesday, 20 September 2016 at 15:07:53 UTC, rikki cattermole
wrote:
Ok lets start at the very beginning...
I think I need to start before that, haha.
I might need more of a step-by-step guide. I'm a complete
beginner to programming, not just D. I worked through
Programming in D,
Hey, all
I keep hitting roadblocks and that's mainly due to not knowing
how to include libraries. So far I've been getting by with
downloading .dll's and including the necessary dependencies in
the dub.json file and having that build/run my project. I'm sure
I'm making a mess of that, too,
On Friday, 16 September 2016 at 01:54:50 UTC, Mike Parker wrote:
snip
Okay,I actually had GL_RGB for those two fields and it didn't
work, but I guess I didn't try them again after I fixed the crash
issue because now it works fine.
Thanks again for the guidance!
On Thursday, 15 September 2016 at 02:11:03 UTC, Mike Parker wrote:
//snip
Okay the crashing was my fault, more or less a copy-paste error.
The program now runs but has a black rectangle where a texture
should be.
This is the code I'm using:
Kind of resurrecting this thread; hope that's okay.
I'm working through this tutorial:
http://www.learnopengl.com/#!Getting-started/Textures
It uses SOIL to load images, but I haven't seen any SOIL bindings
in dub. I tried using SDL and SDL_Image but when the program ran
it just crashed.
On Saturday, 3 September 2016 at 16:07:52 UTC, Mike Parker wrote:
On Saturday, 3 September 2016 at 16:01:34 UTC, Mike Parker
wrote:
The following compiles, runs, and shows the triangle. It's the
code you posted above with the corrected call to glBufferData
along with more D style (as I would
On Saturday, 3 September 2016 at 11:27:09 UTC, Mike Parker wrote:
On Saturday, 3 September 2016 at 11:13:30 UTC, Lodovico
Giaretta wrote:
Ah! Well, providing error messages is always useful. Now I see
your issue: your callback has D linkage, but OpenGL expects a
function with C linkage. So
On Saturday, 3 September 2016 at 11:02:11 UTC, Lodovico Giaretta
wrote:
//glGetShaderInfoLog(vertexShader, 512, null, infoLog);
glGetShaderInfoLog(vertexShader, 512, null, [0]);
Thank you, I knew I had to do something like this!
//glfwSetKeyCallback(window, key_callback);
It's not quite in a practically-usable state yet, but the SDL2
& OpenGL wrapper I'm working on may interest you as an example
implementation if nothing else.
https://github.com/pineapplemachine/mach.d/tree/master/mach/sdl
I'm going to take a look at this, once I get my bearings, on the
Thanks for the information. The errors for the tutorial I _was_
trying to make work are as follows:
source\app.d(9,5): Error: undefined identifier 'Window', did you
mean variable 'window'?
source\app.d(98,12): Error: undefined identifier 'Window', did
you mean variable 'window'?
I'm trying to teach myself OpenGL but I'm not sure how to set it
up exactly.
I used "dub init" to create a project, I downloaded glew32.dll
and glfw.dll and put them in this folder. I added
"derelict-gl3": "~>1.0.19" and "derelict-glfw3": "~>3.1.0" to
dependencies, and imported them in the
That's a really informative response. Thank you!
Hey, all.
I'm pretty much a programming novice, so I hope you can bear with
me. Does anyone know how I can change an int into a char
equivalent?
e.g.
int i = 5;
dchar value;
?
assert(value == '5');
If I try and cast it to dchar, I get messed up output, and I'm
not sure how to use
I have the following code in fac.d (modified from the factorial
examples on RosettaCode):
#!/usr/bin/rdmd
import std.bigint;
pure BigInt factorial(BigInt n) {
static pure BigInt inner(BigInt n, BigInt acc) {
return n == 0 ? acc : inner(n - 1, acc * n);
}
return inner(n,
On Thursday, 24 July 2014 at 14:39:12 UTC, H. S. Teoh via
Digitalmars-d-learn wrote:
On Thu, Jul 24, 2014 at 01:14:40PM +, Darren via
Digitalmars-d-learn wrote:
I have the following code in fac.d (modified from the factorial
examples on RosettaCode):
#!/usr/bin/rdmd
import std.bigint
Hi,
I'm trying to do something very basic with large numbers:
Let's say I have a hex representation of a large number:
String hexnum = 16D81B16E091F31BEF;
I'd like to convert it into a ubyte[] in order to Base64 encode
it (or, indeed ASCII85 or Base32).
eg, [16, D8, 1B, 16, E0, 91, F3, 1B,
On Monday, 19 May 2014 at 12:28:14 UTC, anonymous wrote:
On Monday, 19 May 2014 at 11:36:43 UTC, Darren wrote:
Is there an idiomatic/simple way to do that?
import std.conv: parse;
import std.array: array;
import std.range: chunks;
import std.algorithm: map;
ubyte[] bytes = hexnum /* 16D8...
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