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Thread: tutorial building for "Learning Modern 3D Graphics

  1. #51
    Junior Member Regular Contributor tksuoran's Avatar
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    Quote Originally Posted by thekend View Post
    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.
    I was perhaps a bit too brief. I did mention cmake, and the idea is that you can make cmake to produce VS solution with proper project dependencies. You make all executable projects depend on the libraries they need. You can even do this with both libraries which you include as part of your source, and also with external libraries which are located during cmake configuration step. I see no reason why a build should end in an error due to missing dependency. Such errors should be reported by the meta build tool, which should also do some effort to locate the libraries during configure step.

  2. #52
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    Quote Originally Posted by TheFritz View Post
    - 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.

    Thanks TheFritz, this solved my problem with building the tutorials in Visual Studio . Another thing to keep in mind, make sure you set your startup project (right-click project in Solution Explorer and click Set as Startup Project)to the tutorial you are trying to view. Otherwise you will get the misleading "Unable to start program (..)/frameworkD.lib"

  3. #53
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    Lightbulb Guide to building the gltut projects

    Hey!
    I also had trouble with building the tutorials. When I figured out how to do it, I wrote a little guide to help people who are struggling with the build process. It's written primarily for Windows 7 and Visual Studio 2010, but most of the concepts apply on all platforms! Here's the URL: emillindfors.fi/blog/building-gltut

    Hope this helps someone!

  4. #54
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    Mar 2013
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    Hello!
    I'm new to the forum and to OpenGL too...that's why I'm trying to get these tutorials work.

    Anyway it seems i didn't catch something or doing wrong cause when I build the files using "premake4 xcode3" in glsdk for example I get these lines:

    Building configurations...
    Running action 'xcode3'...
    Generating glload/glload.xcodeproj/project.pbxproj...
    Generating glimg/glimg.xcodeproj/project.pbxproj...
    Generating freeglut/freeglut.xcodeproj/project.pbxproj...
    Generating glutil/glutil.xcodeproj/project.pbxproj...
    Generating glmesh/glmesh.xcodeproj/project.pbxproj...
    Done.

    but after that I can't move onward:
    I understood I have to compile it...the problem is I don't get any file in the folder to compile, just .xcodeproj files in every subfolder, and if I try to compile them one by one some of them work and some else give errors..

    PS: Trying to perform actions like "premake4 vs2008" or "premake4 gmake" works different...creating a .sln file or a MAKEFILE respectively.. (In the main folder!)

    Hope I've been clear
    Waiting for an help.

  5. #55
    Senior Member OpenGL Guru
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    Waiting for an help.
    There's not much I can do to help here. MacOSX is not supported by my code, for several reasons. First, I don't have ready access to MacOSX, so I can't actually test anything there. Also, I don't know anything about XCode or Premake's support for XCode. Second, my code uses OpenGL 3.3, and MacOSX only support 3.2 (for some reason). So it wouldn't run anyway.

    I'm sorry, but there's nothing I can do.

  6. #56
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    Quote Originally Posted by Alfonse Reinheart View Post
    I'm sorry, but there's nothing I can do.
    Hoped there was a solution for this...anyway thank you for your answer ....guess i'll have to switch to my win partition or follow the tutorials on my desktop during weekends when I'm back home then!

  7. #57
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    May 2013
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    I think I'm having the same basic problem that many others are having when trying to build the tutorials in CodeBlocks on Windows 7.
    Here's some background:
    I followed the instructions to download and build the OpenGL SDK, and Premake4.
    I used Premake4 with premake4 codeblocks command in the SDK folder and it created a CodeBlocks file for me.
    I opened this file in CodeBlocks (v12.11) and started a build.
    I also downloaded the Tutorials and used Premake4 in that folder to make a codeblocks file.
    I opened the tutorial file in CodeBlocks and tried to build.

    I get a compile error for the ld.exe file that says "cannot find -lglloadD"

    I read through this thread, but I cannot get this issue solved. Can someone please help me to diagnose and resolve this error.
    I still new to C++ so these kinds of errors knock me out.

    Thanks.

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