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If (key = GLFW_KEY_ESCAPE & action = GLFW_PRESS)
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Void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) Is called whenever a key is pressed/released via GLFW Terminate GLFW, clearing any resources allocated by GLFW. Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions Std::cout << "Failed to initialize GLEW" << std::endl Initialize GLEW to setup the OpenGL Function pointers Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions Std::cout << "Failed to create GLFW window" << std::endl GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr) Create a GLFWwindow object that we can use for GLFW's functions GlfwWindowHint(GLFW_RESIZABLE, GL_FALSE) GlfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE) GlfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3) GlfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3) Std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl The MAIN function, from here we start the application and run the game loop
#OPENGL 3.3 GLFW TUTORIAL CODE#
If no error is reported, that is, the environment is configured successfully, the test code can be tested from the beginning of the website or, or copy the code below. After saving the configuration in turn, you can enter the code in the Main class and test it. Right-click item -> Property – & gt Configure properties -> The linker – & gt Input – & gt Attach dependencies to which to addĮ. Right-click item -> Property – & gt Configure properties -> Vc + + directories – & gt Add the path to OpenGL/libs. Right-click item -> Property – & gt Configure properties -> Vc + + directories – & gt Include the directory, add the path to OpenGL/include.Ĭ. The files in the finally generated OpenGL folder are as follows:Ĥ> At this point the basic environment is configured, and the next step is to link the libraries to the source code in a newly created, empty project, and import some libraries manually. Copy the GLFW folder under GLFW-master /include to the OpenGL/include folder. Build \ SRC \Debug directory has just compiled the project generated glfw3.lib library, copy this library to the OpenGL/libs directory. Open the project in vs2013, compile it, and generate glfw3.lib after success.į. Then click Configure again, and click Generate to build the project. Since this is VS2013, select Visio Stuand click OK.ĭ.
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Click Configure in the lower left corner and select the target platform. (The Build folder here needs to be created by yourself) as follows.Ĭ. Click Browse Build and set the directory to the GLFW/Build folder.
![opengl 3.3 glfw tutorial opengl 3.3 glfw tutorial](http://www.41post.com/uploads/2013/08/visual_C++_properties_diag4.png)
After installing cMake, open cMake (cmake-gui) and click Browse Source to set the directory to the GLFW directory.ī. Copy the GL folder from glew-2.0.0\include folder to the OpenGL/include folder.ģ> To prepare the GLFW library, use the CMake tool to first generate the project and then compile it. Open glew-2.0.0\lib\Debug\Win32 and copy glew32sd.lib to OpenGL/libs.ĭ. Open glew.sln with VS2013 or later and compile the project (right-click -> Generate the solution).Ĭ.
#OPENGL 3.3 GLFW TUTORIAL ZIP#
Unpack Glew’s zip package, enter the build directory, and open the corresponding project with the corresponding version of VS (select the project under VS12 directory). 2> Since glew does not use cMake, glew is compiled first to get the required libraries.Ī.