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Thread: tutorial building for "Learning Modern 3D Graphics

  1. #41
    Senior Member OpenGL Guru
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    Re: tutorial building for "Learning Modern 3D Graphics

    I'm just trying to tell you how other people see things
    No, you're telling me how you see things. Then you extrapolate from this, proposing that your view is universal and I'm wrong if I don't follow along.

    That doesn't mean you aren't right. But it also doesn't mean that you are right. It is simply your perspective.

    That's a rather emotional, theoretical, ideological objection.
    Yes it is. I have no problems making decisions based on emotional, theoretical, and ideological bases.

    And again, we're not talking about some onerous burden here. It's one command line. So I don't see how it's such a big deal.

    Thanks at least for licensing your code sanely; none of the other extension wrapper projects do.
    GLEW: uses what is effectively the BSD license, though they don't exactly call it that.

    GLee (effectively defunct): uses the modified BSD license. Equivalent to MIT.

    GL3w: Public domain.

    GLxx: BSD license (though GPL for the actual build scripts).

    So what extension wrapper projects are you talking about? The Klay Game Engine's GLloader library (I have no idea what license it uses; I saw a 100MB zipped download and decided against it)?

  2. #42
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    Re: tutorial building for "Learning Modern 3D Graphics

    Quote Originally Posted by Alfonse Reinheart
    GLEW: uses what is effectively the BSD license, though they don't exactly call it that.

    GLee (effectively defunct): uses the modified BSD license. Equivalent to MIT.
    Codegen in both of these is GPL. I guess you never drilled down that far?

    BTW Glee shows updates to Sourceforge as recent as September 2011. Commit comments claim to support OGL 4.2. The webpages that turn up when you Google for GLee, however, are quite stale.

    GL3w: Public domain.
    I forgot about that one. Too many of these things.

    GLxx: BSD license (though GPL for the actual build scripts).
    Like I said.

    The Klay Game Engine's GLloader library (I have no idea what license it uses;
    GPL.

  3. #43
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    Re: tutorial building for "Learning Modern 3D Graphics

    Hi, I'm trying to build the first tutorial using vs2010. I've done all the stuff from Building the Tutorials but when I try and run it in vs2010 I get a Unable to start frameworkD.lib message. The specified file is an unrecognized or unsupported binary format. Tried running the .exe and it flashes a cmd window at me which I think says Unable to generate context.

  4. #44
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    hi guys, im am also a newbie in opengl, i came across this tutorial a couple of days before and i am truying to build the unofficial opengl sdk and then after that the tutorials arcsynthesis. I decided to learn form this tutorial cause it is well build and it uses the best, like glm or the like... so new the big question: i also have problems buiding the unofficial opengl sdk and i also get the error message:

    Unable to start program
    'C:\arcsynthesis\Tutorial\glsdk\glload\lib\glloadD .lib'
    The specified file is an unrecognized or unsupported binary format

    i am using a macbook pro, and i am running windows7 64-bit, Visual Studio 2010.

    what i actually do is:
    1. download the source distribution, unzip
    2. navigate to the glsdk form command prompt
    3. run the command: premake4 vs2010 (i also tried premake4 --platform=x64 vs2010). After this step premake generates the glsdk visual studio 2010 project
    4. open the project with the visual basic 2010 and then start the debugging

    after this step i get an error message dialog with the message i wrote above

    and the output of visual studio shows this message

    1>------ Build started: Project: glload, Configuration: Debug Win32 ------
    1> wgll_ext.c
    1> gll_gl_ext.c
    1> gll_c.c
    1> Generating Code...
    1> gll_cpp.cpp
    1> glload.vcxproj -> C:\arcsynthesis\Tutorial\glsdk\glload\lib\glloadD. lib
    ========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

    after this i repeat the same steps with the tutorials:

    2. navigate to the Tutorial form command prompt
    3. run the command: premake4 vs2010 (i also tried premake4 --platform=x64 vs2010). After this step premake generates the AllTutorials visual studio 2010 project
    4. open the project with the visual basic 2010 and then start the debugging

    after this step i get again an error message like the one above:

    Unable to start program
    'C:\arcsynthesis\Tutorial\framework\lib\frameworkD .lib'
    The specified file is an unrecognized or unsupported binary format

    so i hoppe someone can give a hint and tell me what to do... thanks in advance

  5. #45
    Senior Member OpenGL Guru
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    open the project with the visual basic 2010 and then start the debugging
    The SDK is a library; you can't execute a library. You compile it.

    open the project with the visual basic 2010 and then start the debugging
    Start debugging what? There are 45 separate executables in that project. Did you tell the IDE which specific project you wanted to debug? Because it defaults to the Framework library, which again is a library and cannot be debugged.

    If you want to execute a particular project, you have to right-click on it and make it the active project.

  6. #46
    Junior Member Regular Contributor tksuoran's Avatar
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    As it is, this tutorial is way too difficult to get to build.

    In a tutorial like this - and any project really - building should work out of the box with a single step. In Visual studio this would mean a solution with proper dependencies to projects and build steps. CMake could do it - I am not impressed by this premake thing.

  7. #47
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    Way too difficult? It's two steps. First you build the SDK. Then you build the tutorial of interest.

    And that's not even his problem. His problem is attempting to execute a library. So your suggestion wouldn't even help.

    CMake could do it - I am not impressed by this premake thing.
    I could set Premake up to include the SDK as part of each tutorial's build. I didn't because that's really stupid. Libraries exist for a reason.

  8. #48
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    Quote Originally Posted by tksuoran View Post
    As it is, this tutorial is way too difficult to get to build.

    In a tutorial like this - and any project really - building should work out of the box with a single step. In Visual studio this would mean a solution with proper dependencies to projects and build steps. CMake could do it - I am not impressed by this premake thing.
    I don't agree. It's more elegant and future proof to create these premake scripts and get ready for dozens of DEV tools. If you add VS solutions and projects, then for what version of VS? What if the user has an older version of VS? Using premake4 is not too dificult. Imho using premake is much more simple then using makefiles and CMake.

  9. #49
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    Having only written some Java or C# code within a pleasant IDE might not provide enough background for the tutorial (I don't know, I haven't finished the tutorial yet). But in case somebody wonders what to do with the solution files premaker outputs, here is, what works in my case for Visual Studio 2010 (being a IDE-spoiled beginner myself):

    - do every step as in the tutorial. When you have gotten the .sln files from premaker: open the .sln belonging to the glsdk in Visual Studio, click "built->configuration-manager" chose "debug", built the project. Click "built-> configuration-manager" chose "release", built the project.
    - do the same thing ("premaker", Visual Studio: build "debug" and "release") for all tutorials.
    I believe this is essentially what is written in the "Building the tutorials", just applied to VS2010.
    You will find different places in the VS2010 where words like "release" and "debug" appear. I found this entry helpful:
    http://social.msdn.microsoft.com/For...0-d222811f6036

    By the way, it seems to be the right place to say "Thank You!" to Mr. McKesson for undertaking the work of writing the book an putting it online.

  10. #50
    Junior Member Regular Contributor tksuoran's Avatar
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    Quote Originally Posted by Alfonse Reinheart View Post
    Way too difficult? It's two steps. First you build the SDK. Then you build the tutorial of interest.

    And that's not even his problem. His problem is attempting to execute a library. So your suggestion wouldn't even help.
    I was not replying to his post, I was replying to the whole thread.

    Quote Originally Posted by Alfonse Reinheart View Post
    I could set Premake up to include the SDK as part of each tutorial's build. I didn't because that's really stupid. Libraries exist for a reason.
    I agree that libraries exist for a reason. However, I consider that an orthogonal to the build system. If you include libraries as source in your distribution package, I see no reason why the build system can not simply do the right thing. When libraries are used, I would expect the meta build tool (cmake, premake, configure script etc.) to locate the libraries and configure executable builds so that they work - or - report an error locating / configuring dependencies. Isn't this the whole point in meta build tools?

    The tutorial is very nice, that is the reason why I hope it would build without a hassle.

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