David suggested I start a new thread rather than asking on an old
existing one (probably wants to get rid of me). So what I have
done is created the most parred back, hello world type program
that could run under the GL3 enforcement policies dictated by
Derelict2. Fixed function pipeline is out
Am 21.04.2012 01:16, schrieb Stephen Jones:
glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v,
GL_STATIC_DRAW);
Error spotted!
This has to be:
glBufferData(GL_ARRAY_BUFFER, v.length * float.sizeof, v.ptr,
GL_STATIC_DRAW);
float.sizeof is just cosmetic, the important thing
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);//is this right
casting a void pointer for 0 offset?
I do it like this: cast(void*)OFFSET; e.g.
cast(void*)12;
On Saturday, 21 April 2012 at 11:02:51 UTC, David wrote:
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);//is
this right casting a void pointer for 0 offset?
I do it like this: cast(void*)OFFSET; e.g.
cast(void*)12;
Thankyou David. Just to complete the code for those who follow:
it
Am 21.04.2012 23:49, schrieb Stephen Jones:
On Saturday, 21 April 2012 at 11:02:51 UTC, David wrote:
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);//is this
right casting a void pointer for 0 offset?
I do it like this: cast(void*)OFFSET; e.g.
cast(void*)12;
Thankyou David. Just to
One day I'll finish my OpenGL wrapper for D. It will give you
better abilities in creating OpenGL 3 contexts than most C++
frameworks (SDL, GLFW etc.) and, I hope, will get rid of passing
pointers to functions.
It will be done soon after I'll finish Scintilla wrapper for D.
And it will be don
On Tuesday, 24 April 2012 at 08:45:44 UTC, Denis Shelomovskij
wrote:
One day I'll finish my OpenGL wrapper for D. It will give you
better abilities in creating OpenGL 3 contexts than most C++
frameworks (SDL, GLFW etc.) and, I hope, will get rid of
passing pointers to functions.
It will be do