Comments (6)
I'm interested in MinGW support as well. Currently, it fails to find many function symbols in MinGW.
1: error: 'glVertexAttrib3fv' undeclared (first use in this function)
1: note: each undeclared identifier is reported only once for each function it appears in
1: error: 'glIsProgram' undeclared (first use in this function)
1: error: 'glBufferData' undeclared (first use in this function)
1: error: 'glVertexAttrib2f' undeclared (first use in this function)
1: error: 'glVertexAttrib1fv' undeclared (first use in this function)
1: error: 'glGetUniformLocation' undeclared (first use in this function)
1: error: 'glUniform1i' undeclared (first use in this function)
1: error: 'glStencilOpSeparate' undeclared (first use in this function)
1: error: 'glBlendFuncSeparate' undeclared (first use in this function)
1: error: 'GLsizeiptr' undeclared (first use in this function)
1: error: 'glEnableVertexAttribArray' undeclared (first use in this function)
1: error: 'glUnmapBuffer' undeclared (first use in this function)
1: error: 'glVertexAttrib4fv' undeclared (first use in this function)
1: error: 'glGetBufferSubData' undeclared (first use in this function)
1: error: 'glFramebufferRenderbuffer' undeclared (first use in this function)
1: error: 'glGetProgramiv' undeclared (first use in this function)
1: error: 'glAttachShader' undeclared (first use in this function)
1: error: 'glBindAttribLocation' undeclared (first use in this function)
1: error: 'glFramebufferTextureLayer' undeclared (first use in this function)
1: error: 'glUniform1f' undeclared (first use in this function)
1: error: 'glFramebufferTexture1D' undeclared (first use in this function)
1: error: 'glIsShader' undeclared (first use in this function)
1: error: 'glCheckFramebufferStatus' undeclared (first use in this function)
1: error: 'glDeleteShader' undeclared (first use in this function)
1: error: 'glShaderSource' undeclared (first use in this function)
1: error: 'glGetAttachedShaders' undeclared (first use in this function)
1: error: 'glVertexAttrib2fv' undeclared (first use in this function)
1: error: 'glBindFramebuffer' undeclared (first use in this function)
1: error: 'glGetAttribLocation' undeclared (first use in this function)
1: error: 'glStencilFuncSeparate' undeclared (first use in this function)
1: error: 'glCreateProgram' undeclared (first use in this function)
1: error: 'glUseProgram' undeclared (first use in this function)
1: error: 'glGetShaderSource' undeclared (first use in this function)
1: error: 'glRenderbufferStorageMultisample' undeclared (first use in this function)
1: error: 'glUniform3i' undeclared (first use in this function)
1: error: 'glLinkProgram' undeclared (first use in this function)
1: error: 'glMapBuffer' undeclared (first use in this function)
1: error: 'glUniform4f' undeclared (first use in this function)
1: error: 'glGetBufferPointerv' undeclared (first use in this function)
1: error: 'GLintptr' undeclared (first use in this function)
1: error: 'glGetProgramInfoLog' undeclared (first use in this function)
1: error: 'glVertexAttribPointer' undeclared (first use in this function)
1: error: 'glValidateProgram' undeclared (first use in this function)
1: error: 'glGetShaderiv' undeclared (first use in this function)
1: error: 'glUniform2f' undeclared (first use in this function)
1: error: 'glGetUniformfv' undeclared (first use in this function)
1: error: 'GLchar' undeclared (first use in this function)
1: error: 'glBlitFramebuffer' undeclared (first use in this function)
1: error: 'glVertexAttrib3f' undeclared (first use in this function)
1: error: 'glGenRenderbuffers' undeclared (first use in this function)
1: error: 'glDisableVertexAttribArray' undeclared (first use in this function)
1: error: 'glGetShaderInfoLog' undeclared (first use in this function)
1: error: 'glIsBuffer' undeclared (first use in this function)
1: error: 'glVertexAttrib1f' undeclared (first use in this function)
1: error: 'glGetUniformiv' undeclared (first use in this function)
1: error: 'glBufferSubData' undeclared (first use in this function)
1: error: 'glFramebufferTexture3D' undeclared (first use in this function)
1: error: 'glCompileShader' undeclared (first use in this function)
1: error: 'glUniform2i' undeclared (first use in this function)
1: error: 'glDeleteFramebuffers' undeclared (first use in this function)
1: error: 'glCreateShader' undeclared (first use in this function)
1: error: 'glUniform4i' undeclared (first use in this function)
1: error: 'glGetBufferParameteriv' undeclared (first use in this function)
1: error: 'glDeleteBuffers' undeclared (first use in this function)
1: error: 'glBlendEquationSeparate' undeclared (first use in this function)
1: error: 'glGenBuffers' undeclared (first use in this function)
1: error: 'glBindBuffer' undeclared (first use in this function)
1: error: 'glDeleteProgram' undeclared (first use in this function)
1: error: 'glDeleteRenderbuffers' undeclared (first use in this function)
1: error: 'glUniform3f' undeclared (first use in this function)
1: error: 'glFramebufferTexture2D' undeclared (first use in this function)
1: error: 'glStencilMaskSeparate' undeclared (first use in this function)
1: error: 'glRenderbufferStorage' undeclared (first use in this function)
1: error: 'glBindRenderbuffer' undeclared (first use in this function)
1: error: 'glDetachShader' undeclared (first use in this function)
1: error: 'glVertexAttrib4f' undeclared (first use in this function)
1: error: 'glGenFramebuffers' undeclared (first use in this function)
unresolved names
make: *** [_obj/_cgo_run] Error 2
from gl.
You have outdated OpenGL. Update your OpenGL headers (and probably library too). Or, alternatively, install glew and use glew branch.
To actualy use OpenGL, you need to create OpenGL context first. Examples use SDL, but, since it doesn't work well with windows, you probably can use wingui. If you already did it, please describe how. Some people will find this information useful.
from gl.
OpenGL headers in Windows are always outdated. That's just how OpenGL works
on Windows and why GLEW is so important. All functionality since, 1.2 (I
think?) is only available as an extension, so if you aren't creating the
necessary function bindings at runtime, and linking against the runtime
function bindings, it just won't work. It's good to know there is a GLEW
branch though.
Interesting. I wasn't aware that Go-SDL doesn't work well in Windows. I
hadn't made it that far yet. Sets me back a little...
On Tue, Apr 26, 2011 at 7:10 PM, banthar <
[email protected]>wrote:
You have outdated OpenGL. Update your OpenGL headers (and probably library
too). Or, alternatively, install glew and
use glew branch.To actualy use OpenGL, you need to create OpenGL context first. Examples
use SDL, but, since it doesn't work
well with windows, you probably can use wingui. If you already did it, please describe
how. Some people will find this information useful.Reply to this email directly or view it on GitHub:
https://github.com/banthar/Go-OpenGL/issues/23#comment_1061429
from gl.
Using MinGW, I'm able to get it to compile with one exception. It can't find gluUnProject4. Online commentary leads me to believe this function isn't available in Windows. Can we disable it for the Windows build? Or am I using an outdated OpenGL somehow?
from gl.
The missing gluUnProject4 seems to be a known problem (see: http://osdir.com/ml/gnu.mingw.devel/2003-09/msg00028.html).
MinGW ships a glu header that is more capable than Microsofts glu library.
Has anybody been able to solve this?
Other than that: If I comment gluUnProject4 I am able to run the sdlgears and draw examples. gomandel crashes with a panic in uploadTexture_RGBA32 which might be a problem of me running it inside a Virtualbox Windows.
Quick update: using libglu32 from mesa I was able to get it to compile with gluUnProject4 enabled.
You can get a precompiled version here ftp://ftp.sim.no/pub/3rdparty/GLU_DLLs/ or build it yourself if you like.
Another update:
gomandel runs on non-virtual windows 7 with an nvidia gfx card. the draw programm however is flickering really bad.
But all in all it is workable.
from gl.
Closing as fixed at the moment from the last comment from @dersebi suggests that this works currently on windows. As I understand, most of the issues are compiler side rather than this project.
If someone with a windows box finds that go test
on go-gl/examples doesn't work, please file an issue there.
from gl.
Related Issues (20)
- Unbind VAO missing function ? HOT 5
- The use of slices and arrays as parameters in the Uniformxxx funcs HOT 5
- func ClipPlane(plane GLenum, equation *float64) HOT 6
- Documentation link outdated and GoDoc not working HOT 5
- Possible misuse of unsafe.Pointer HOT 3
- Bad equation argument for gl.ClipPlane HOT 3
- Issue building on Windows 7 with MinGW HOT 3
- fatal error: unexpected signal during runtime execution
- How are extensions handled (on OS X)? HOT 1
- Compiler can't find any functions in attriblocation.go HOT 5
- compilation problem related to go1.3? HOT 1
- Mac OSX Warnings/Errors when running go get HOT 1
- Build issues Arch
- How to cleanup a gl.Texture HOT 4
- OSX go-gl/gl glew.h file not found HOT 1
- reflect.ValueOf(x).IsNil() should be used to check if an interface{} variable is nil HOT 3
- gl.ptr panics if passed a non-nil uintptr HOT 8
- Unbinding a buffer is a method HOT 2
- sdl + gl.Init() crash HOT 1
- ptr panics when type is uintptr HOT 2
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from gl.