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#ActualKrankles

Posted 28 March 2013 - 04:00 PM

I haven't worked that much with CDT, but I've done small projects and it worked perfectly for me. How do you include the OGL headers? Does ctrl+click (go to definition) work? I haven't used GLFW in ages, so I don't really remember if it did some trick like FreeType or SDL. Eclipse's parser should work if it can find the files. There are settings for configuring which directories it should use, but I don't have Eclipse at work, so I'll be able to help more when I go back home.

Anyway, does the regular <GL/gl.h> work? And aren't you running Eclipse itself? I know there is a plugin that emulates VIM in Eclipse, but I'm not familiar with your setup. The only problems I had with CDT were C++11 features that were not yet supported by the parser, but that may have been fixed already.

 

EDIT:

Yes, there are alternatives. I personally don't like KDevelop, but it does work pretty well if you can actually configure it to work. I've heard people praise QtCreator, but I haven't used it that much. It seemed quite cable of non-Qt code, and it is quite simple. I'd avoid Code::Blocks, since it is quite basic, but if everything else fails, you can give it a go.

 

I included the OGL headers exactly in this order.

 

#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
#include <SOIL/SOIL.h>
#include <iostream>
#include <ctime>
#include <cmath>

 

 

CTRL + Click (Go to Definiton) doesn't work. GLFW works fine (including Go to Definition), but GLEW doesn't work sadly, which is why glBindBuffer, glGenBuffers, etc doesn't work.

 

And yeah, I tried running Eclipse by itself and it still doesn't work. When I'm testing, I'm always using Eclipse just to make sure it's not Eclim. I'm fine with using an IDE but using VIM is so much more preferable.

 

Regular <GL/gl.h> doesn't work for some reason either. I'm including it with this, right before everything:

 

#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>

 

I even tried without defining GL_GLEXT_PROTOTYPES and it still doesn't work. What's weird is that using the above code with Vim and clang_complete, it shows the function and argument completion, but with eclipse, it doesn't even resolve it.

 

I even tried adding /usr/include/GL to my include paths in Eclipse, but it still doesn't work.

 

EDIT: When I include GLEW and stuff, and I use CTRL + CLICK (Go to Definiiton) on functions like glewInit() and glewExperimental, it works. But glBindBuffers and other functions don't work.

 

EDIT2: Also, I installed eclipse and eclipse-cdt from pacman (Arch Linux's repository manager)

 

EDIT3: Could someone try Eclipse and try using GLEW? I want to know if it's not my side of the problem and if it does work, does it have argument completion? Thanks. (If anyone knows how to fix my problem, I'd greatly appreciate it).


#3Krankles

Posted 28 March 2013 - 01:34 PM

I haven't worked that much with CDT, but I've done small projects and it worked perfectly for me. How do you include the OGL headers? Does ctrl+click (go to definition) work? I haven't used GLFW in ages, so I don't really remember if it did some trick like FreeType or SDL. Eclipse's parser should work if it can find the files. There are settings for configuring which directories it should use, but I don't have Eclipse at work, so I'll be able to help more when I go back home.

Anyway, does the regular <GL/gl.h> work? And aren't you running Eclipse itself? I know there is a plugin that emulates VIM in Eclipse, but I'm not familiar with your setup. The only problems I had with CDT were C++11 features that were not yet supported by the parser, but that may have been fixed already.

 

EDIT:

Yes, there are alternatives. I personally don't like KDevelop, but it does work pretty well if you can actually configure it to work. I've heard people praise QtCreator, but I haven't used it that much. It seemed quite cable of non-Qt code, and it is quite simple. I'd avoid Code::Blocks, since it is quite basic, but if everything else fails, you can give it a go.

 

I included the OGL headers exactly in this order.

 

#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
#include <SOIL/SOIL.h>
#include <iostream>
#include <ctime>
#include <cmath>

 

 

CTRL + Click (Go to Definiton) doesn't work. GLFW works fine (including Go to Definition), but GLEW doesn't work sadly, which is why glBindBuffer, glGenBuffers, etc doesn't work.

 

And yeah, I tried running Eclipse by itself and it still doesn't work. When I'm testing, I'm always using Eclipse just to make sure it's not Eclim. I'm fine with using an IDE but using VIM is so much more preferable.

 

Regular <GL/gl.h> doesn't work for some reason either. I'm including it with this, right before everything:

 

#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>

 

I even tried without defining GL_GLEXT_PROTOTYPES and it still doesn't work. What's weird is that using the above code with Vim and clang_complete, it shows the function and argument completion, but with eclipse, it doesn't even resolve it.

 

I even tried adding /usr/include/GL to my include paths in Eclipse, but it still doesn't work.

 

EDIT: When I include GLEW and stuff, and I use CTRL + CLICK (Go to Definiiton) on functions like glewInit() and glewExperimental, it works. But glBindBuffers and other functions don't work.

 

EDIT2: Also, I installed eclipse and eclipse-cdt from pacman (Arch Linux's repository manager)


#2Krankles

Posted 28 March 2013 - 01:32 PM

I haven't worked that much with CDT, but I've done small projects and it worked perfectly for me. How do you include the OGL headers? Does ctrl+click (go to definition) work? I haven't used GLFW in ages, so I don't really remember if it did some trick like FreeType or SDL. Eclipse's parser should work if it can find the files. There are settings for configuring which directories it should use, but I don't have Eclipse at work, so I'll be able to help more when I go back home.

Anyway, does the regular <GL/gl.h> work? And aren't you running Eclipse itself? I know there is a plugin that emulates VIM in Eclipse, but I'm not familiar with your setup. The only problems I had with CDT were C++11 features that were not yet supported by the parser, but that may have been fixed already.

 

EDIT:

Yes, there are alternatives. I personally don't like KDevelop, but it does work pretty well if you can actually configure it to work. I've heard people praise QtCreator, but I haven't used it that much. It seemed quite cable of non-Qt code, and it is quite simple. I'd avoid Code::Blocks, since it is quite basic, but if everything else fails, you can give it a go.

 

I included the OGL headers exactly in this order.

 

#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
#include <SOIL/SOIL.h>
#include <iostream>
#include <ctime>
#include <cmath>

 

 

CTRL + Click (Go to Definiton) doesn't work. GLFW works fine (including Go to Definition), but GLEW doesn't work sadly, which is why glBindBuffer, glGenBuffers, etc doesn't work.

 

And yeah, I tried running Eclipse by itself and it still doesn't work. When I'm testing, I'm always using Eclipse just to make sure it's not Eclim. I'm fine with using an IDE but using VIM is so much more preferable.

 

Regular <GL/gl.h> doesn't work for some reason either. I'm including it with this, right before everything:

 

#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>

 

I even tried without defining GL_GLEXT_PROTOTYPES and it still doesn't work. What's weird is that using the above code with Vim and clang_complete, it shows the function and argument completion, but with eclipse, it doesn't even resolve it.

 

I even tried adding /usr/include/GL to my include paths in Eclipse, but it still doesn't work.

 

EDIT: When I include GLEW and stuff, and I use CTRL + CLICK (Go to Definiiton) on functions like glewInit() and glewExperimental, it works. But glBindBuffers and other functions don't work.


#1Krankles

Posted 28 March 2013 - 01:30 PM

I haven't worked that much with CDT, but I've done small projects and it worked perfectly for me. How do you include the OGL headers? Does ctrl+click (go to definition) work? I haven't used GLFW in ages, so I don't really remember if it did some trick like FreeType or SDL. Eclipse's parser should work if it can find the files. There are settings for configuring which directories it should use, but I don't have Eclipse at work, so I'll be able to help more when I go back home.

Anyway, does the regular <GL/gl.h> work? And aren't you running Eclipse itself? I know there is a plugin that emulates VIM in Eclipse, but I'm not familiar with your setup. The only problems I had with CDT were C++11 features that were not yet supported by the parser, but that may have been fixed already.

 

EDIT:

Yes, there are alternatives. I personally don't like KDevelop, but it does work pretty well if you can actually configure it to work. I've heard people praise QtCreator, but I haven't used it that much. It seemed quite cable of non-Qt code, and it is quite simple. I'd avoid Code::Blocks, since it is quite basic, but if everything else fails, you can give it a go.

 

I included the OGL headers exactly in this order.

 

#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>
#include <SOIL/SOIL.h>
#include <iostream>
#include <ctime>
#include <cmath>

 

 

CTRL + Click (Go to Definiton) doesn't work. GLFW works fine (including Go to Definition), but GLEW doesn't work sadly, which is why glBindBuffer, glGenBuffers, etc doesn't work.

 

And yeah, I tried running Eclipse by itself and it still doesn't work. When I'm testing, I'm always using Eclipse just to make sure it's not Eclim. I'm fine with using an IDE but using VIM is so much more preferable.

 

Regular <GL/gl.h> doesn't work for some reason either. I'm including it with this, right before everything:

 

#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>

 

I even tried without defining GL_GLEXT_PROTOTYPES and it still doesn't work. What's weird is that using the above code with Vim and clang_complete, it shows the function and argument completion, but with eclipse, it doesn't even resolve it.

 

I even tried adding /usr/include/GL to my include paths in Eclipse, but it still doesn't work.


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